The Vorpal Tribble
2006-07-06, 12:42 AM
Fewmet Golem
Small Construct
Hit Dice: 5d10+10 (37 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 20 (+1 dex, +8 natural, +1 size), touch 12, flat-footed 19
Base Attack/Grapple: +3/+0
Attack: Bite +5 melee (1d4+1)
Full Attack: 2 bites +5 melee (1d6+1) and 4 claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental emanation, greed's fervor, hoard fever
Special Qualities: Construct traits, darkvision, immunity to magic, low-light vision
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 13, Dex 12, Con -, Int -, Wis 10, Cha 12
Skills: -
Feats: Multiattack(B)
Environment: Any
Organization: Solitary or Pile (3-8 fewmet golems)
Challenge Rating: 5
Treasure: Double standard coins and gems
Alignment: Always neutral
Advancement: 6-10 HD (Small), 11-18 HD (Medium), 19-30 HD (Large)
Level Adjustment: -
Within the lairs of dragons magical energies permeate every inch of the abode, causing strange affects. When a dragon eats a mage or some other magical creature the forces within the dragon and those of the digesting creature sometimes merge and are absorbed. The leftovers from such a meal are particularly charged with magic and in rare instances spontaneously animate.
What appears as all the world as a dark manure pile arises, scintilating scales, gems, and coins glittering about its surface as cracked bones roil about within. Their sharp ends constantly jab the air around it and skulls rear up to snap at anything that moves as the most basic of instincts are revived in the remains. The entire collection flickers with a constantly burning fire, extrudes a glowing green cloud of gas, or in some way radiates the energies of the draconic being who produced it.
A fewmet golem weighs some 50 lbs. and its height varies form moment to moment.
Combat
A fewmet golem retains an instinctual ferocity and will attack anyone who breaches the borders of its dragon's lair or its own personal hoard. Extruding bone and tooth it gouges and bites until it is dead or left alone. They will not attack other dragons or draconic creatures.
Elemental Emanation (Ex): A fewmet golem radiates with the natural energies of the dragon that produced it. All those within 10 feet of a fewmet golem takes 1d6 points of damage a round. The damage type is as the dragon's main breath weapon.
Greed's Fervor (Ex): A fewmet golem will attack anyone with shiney armor, magical weapons, or any other sign of possessing expensive items above all others in an attempt to attain them. When engaging in such a battle it goes into a frenzy, gaining a +4 bonus to strength until it is slain or the item gathered. It also gains all the benefits of the Improved Disarm feat as it tries to snatch away worn items as the rest of it attacks. Once it has captured the item it will attempt to retain it within its own body for later adding to its collection. A fewmet golem cannot retain more than the ammount of its light load (50 lbs. for a small-sized fewmet golem).
Hoard Fever (Su): A living, thinking creature bitten by a fewmet golem must succeed on a DC 15 will save or over the course of 1d6 days become increasingly fascinated with wealth. They will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. In addition these affects result in 1d4 Wisdom damage.
Immunity to Magic (Ex): A fewmet 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.
A fewmet golem gains the same energy immunities as the dragon that produced it. It does however gain vulnerabilities to the opposing energy, such as a fire-based fewmat takes half again as much (+50%) damage as normal from a cold effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Small Construct
Hit Dice: 5d10+10 (37 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 20 (+1 dex, +8 natural, +1 size), touch 12, flat-footed 19
Base Attack/Grapple: +3/+0
Attack: Bite +5 melee (1d4+1)
Full Attack: 2 bites +5 melee (1d6+1) and 4 claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental emanation, greed's fervor, hoard fever
Special Qualities: Construct traits, darkvision, immunity to magic, low-light vision
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 13, Dex 12, Con -, Int -, Wis 10, Cha 12
Skills: -
Feats: Multiattack(B)
Environment: Any
Organization: Solitary or Pile (3-8 fewmet golems)
Challenge Rating: 5
Treasure: Double standard coins and gems
Alignment: Always neutral
Advancement: 6-10 HD (Small), 11-18 HD (Medium), 19-30 HD (Large)
Level Adjustment: -
Within the lairs of dragons magical energies permeate every inch of the abode, causing strange affects. When a dragon eats a mage or some other magical creature the forces within the dragon and those of the digesting creature sometimes merge and are absorbed. The leftovers from such a meal are particularly charged with magic and in rare instances spontaneously animate.
What appears as all the world as a dark manure pile arises, scintilating scales, gems, and coins glittering about its surface as cracked bones roil about within. Their sharp ends constantly jab the air around it and skulls rear up to snap at anything that moves as the most basic of instincts are revived in the remains. The entire collection flickers with a constantly burning fire, extrudes a glowing green cloud of gas, or in some way radiates the energies of the draconic being who produced it.
A fewmet golem weighs some 50 lbs. and its height varies form moment to moment.
Combat
A fewmet golem retains an instinctual ferocity and will attack anyone who breaches the borders of its dragon's lair or its own personal hoard. Extruding bone and tooth it gouges and bites until it is dead or left alone. They will not attack other dragons or draconic creatures.
Elemental Emanation (Ex): A fewmet golem radiates with the natural energies of the dragon that produced it. All those within 10 feet of a fewmet golem takes 1d6 points of damage a round. The damage type is as the dragon's main breath weapon.
Greed's Fervor (Ex): A fewmet golem will attack anyone with shiney armor, magical weapons, or any other sign of possessing expensive items above all others in an attempt to attain them. When engaging in such a battle it goes into a frenzy, gaining a +4 bonus to strength until it is slain or the item gathered. It also gains all the benefits of the Improved Disarm feat as it tries to snatch away worn items as the rest of it attacks. Once it has captured the item it will attempt to retain it within its own body for later adding to its collection. A fewmet golem cannot retain more than the ammount of its light load (50 lbs. for a small-sized fewmet golem).
Hoard Fever (Su): A living, thinking creature bitten by a fewmet golem must succeed on a DC 15 will save or over the course of 1d6 days become increasingly fascinated with wealth. They will do anything in their power to be near large sources of coins and gems, anything with a shine, as long as it does not mean certain death. They will not mindlessly try to cross over a chasm for instance, but will try to find a way down or around it. If in contact with such treasure they will not willingly part with it and many may die of thirst before leaving. This fever also includes rampant kleptomania, the victim snatching up money and items of worth wherever they can find it. In addition these affects result in 1d4 Wisdom damage.
Immunity to Magic (Ex): A fewmet 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.
A fewmet golem gains the same energy immunities as the dragon that produced it. It does however gain vulnerabilities to the opposing energy, such as a fire-based fewmat takes half again as much (+50%) damage as normal from a cold effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.