Meteor Golem (3.5e Monster)
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|Hit Dice:||16d10+60 (220 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||33 (-1 size, +1 Dex, +23 natural), touch 10, flat-footed 34|
|Attack:||Slam +27 melee (2d12+16 plus 3d6 fire) or meteor flail +27 melee (4d6+16 plus 3d6 fire) or meteor shot +17 ranged touch (5d6 fire)|
|Full Attack:||2 slams +27 melee (2d12+16 plus 2d6 fire), or meteor flail +27/+22/+17 melee (4d6+16 plus 2d6 fire), or meteor shot +17/+12/+7 ranged touch (5d6 fire, range 100 ft.)|
|Space/Reach:||10 ft./10 ft. (15 ft. with meteor flail)|
|Special Attacks:||Meteoric wreath, meteor flail|
|Special Qualities:||Construct traits, darkvision 60 ft., DR 15/adamantine, extraordinary health, low-light vision, magic immunity|
|Saves:||Fort +5, Ref +6, Will +5|
|Abilities:||Str 43, Dex 13, Con —, Int —, Wis 11, Cha 1|
|Advancement:||17-24 HD (Large), 25-48 HD (Huge)|
With a loud infernal roar and the grinding of rocks, the mass of conflagrant rock comes to life and turns its head vaguely in your direction, dragging a massive ball and chain from the ground with obvious hostile intent.
These rare constructs are fashioned not from earthly rock, but from the dense stone and ore of meteors that fell to earth. Containing a huge concentration of meteoric iron ore, the dark rock is dappled with glowing nodes of heat and flame, and cloaks the golem's form in a wreath of torrid flames. A meteor golem is fashioned in the likeness of viscious human warriors, their stone bodies often patterned and sculpted to resemble a muscular human body, and may or may not be clad in decorative meteoric iron armor.
A meteor golem is 11 feet tall and weighs roughly 4,000 pounds.
A meteor golem efficiently confronts any designated enemies or threats to its wellbeing and possesses a rudimentary magical programming that grants it a very limited ability of threat recognition. It is capable enough to prioritize dangerous enemies or enemies close to its master in combat without commands. It will fight and protect itself autonomously if not given order, though it will always prioritize its master's safety over its own and readily disregard its own wellbeing to follow any given orders.
Magic Immunity (Ex): A meteor golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. These are ranged touch attacks with a +17 modifier.
A magical attack that deals enough cold damage will momentarily nullify the meteor golem's meteor wreath, if active. A magical attack or effect that deals cold damage lowers the wreath for 1 round for every 20 points of damage it would otherwise deal. This effect does not stack across multiple sources of cold damage; the source of the highest damage is counted.
A magical attack that deals fire damage will heal the meteor golem for 1 point for every 2 damage it would otherwise deal and cause it to be hasted for 1 round. If the meteor golem was slowed, this haste effects counters and removes the slowing effect. Any hit points recovered above the maximum become temporary hit points. It doesn't benefit from fire damage dealt by itself.
Meteoric Wreath (Su): While a meteor golem's meteoric wreath is active, it gains a +3 deflection bonus to AC and its body is encased in powerful flames. Any time a creature or object hits, is hit by, or otherwise touches a meteor golem with its wreath active, it is dealt 3d6 points of fire damage.
The meteoric wreath is generally always active during combat, though the golem or its master may turn it on or off at will.
Damage from the meteoric wreath is included in the statistic block above.
Meteor Flail: The meteor golem wields a huge spiked ball and chain wrought from meteoric iron. The meteor flail counts as a manufactured weapon with a base damage of 4d6, and gains the additional damage boost of the meteor wreath while it is active. The meteor flail is a reach weapon, allowing the meteor golem to strike both adjacent creatures and creatures within a reach of 15 feet. The meteor flail grants the meteor golem the following weapon arts.
- Meteor Shot: The meteor flail can shoot a flaming projectile from its swinging head as an attack action. This functions as minute meteors (CL 5th; Reflex DC 22 half) and has a range of 100 feet.
- Meteor Slam: The meteor golem makes a single attack as a standard action. Upon hitting a surface or creature with this attack, it creates a fireball that explodes in a 20-foot-radius spread centered on the point of impact (CL 10th; Reflex DC 22 half). If a creature or object is hit directly by the attack, it is not allowed a Reflex save to reduce the damage. If the attack misses, the fireball is centered on the square that the target occupies and still includes the target in its effect, though in this case it is allowed a save as normal. The meteor golem can choose to target a 5-foot square directly. When using the meteor slam to target floors, walls, unattended objects or other destructible barriers, the damage of both the attack and the fireball is doubled.
- Flame Pillar: By spinning the meteor flail around without stopping for at least 1 round, the meteor golem creates a cylindrical vortex of fire centered on himself that is a 10-foot-radius emanation centered on him and 40 foot high. Any flammable projectiles that try to target the golem or anything else within the area of the flame pillar are immediately burnt to a crisp, and the flame pillar itself is treated as a wall of fire that projects heat out in every direction (caster level 10th). While the flame pillar is active, the meteor golem cannot make full attacks but automatically performs an attack roll against any creature within the area of the flame pillar at the start of its turn. Maintaining the flame pillar requires a full-round action every round, but while it is active the golem has effective fast healing 20.
A meteor golem’s body is chiseled from a mixture of hard meteoric ore and meteoric iron weighing at least 4,000 pounds. The material must be of exceptional quality, and costs 50,000 gp. Assembling the body requires a DC 27 Craft (sculpting) check or a DC 27 Craft (stonemasonry) or (metalworking) check.