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Grey Knight
2006-12-14, 09:02 PM
Centaur Golem

http://greyfire.org/picture_library/centaurstatue.png

Size/Type: Large Construct
Hit Dice: 17d10+30 (123 HP)
Initiative: +1
Speed: 40 ft (8 squares)
Armour Class: 30 (-1 size, +1 Dex, +20 natural), touch 10, flat 29
Base Attack/Grapple: +12/+25
Attack: Longsword +20 melee [2d6+9, crit 19+]
Full Attack: Longsword +20 melee [2d6+9, crit 19+], 2 hooves +15 melee [1d6+5]
Space/Reach: 10 ft/ 5 ft
Special Attacks: --
Special Qualities: Darkvision 60 ft, true seeing 120 ft, low-light vision, construct traits, damage reduction 10/adamantine, immunity to magic, greater magic weapon
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 29, Dex 12, Con --, Int --, Wis 12, Cha 2
Skills: --
Feats: --
Environment: Any
Organization: Solitary or triad (3)
Challenge Rating: 10
Treasure: 2 large diamonds
Alignment: Always neutral
Advancement: 18-23 HD (Large), 24-50 HD (Huge)
Level Adjustment: --

A centaur golem has a centuar-shaped body made from white stone, and both eyes are made of pure white diamonds. One arm carries a longsword which is of a piece with the rest of the golem. It is 10 feet tall and weighs about 7000 pounds.

True Seeing (Su)
A centaur golem sees things as they actually are, as if under the effect of a continuous true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) spell, up to a range of 120 feet.

Greater Magic Weapon (Sp) [1/day]
Once per day, a centaur golem may use greater magic weapon (http://www.d20srd.org/srd/spells/magicWeaponGreater.htm), as the spell, to gain an enhancement bonus of +3 on attack and damage rolls.

Immunity to Magic (Ex)
A centaur golem is immune to any spell or spell-like ability that allows spell resistance, except for its own greater magic weapon spell-like ability. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud (http://www.d20srd.org/srd/spells/transmuteRockToMud.htm) spell slows a centaur golem (as the slow (http://www.d20srd.org/srd/spells/slow.htm) spell) for 2d6 rounds, with no saving throw, while transmute mud to rock (http://www.d20srd.org/srd/spells/transmuteMudToRock.htm) heals all of its lost hit points.
A stone to flesh (http://www.d20srd.org/srd/spells/stoneToFlesh.htm) spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.


Construct Traits:


No Constitution score.
Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size (30 for Large, 40 for Huge; see SRD (http://www.d20srd.org/srd/typesSubtypes.htm#constructType) for full table).
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not eat, sleep, or breathe.



In Combat:
Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem's creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else's control, and so on), but the golem's creator can always resume control over his creation by commanding the golem to obey him alone.

Reminder About Golem Construction: (from the SRD (http://www.d20srd.org/srd/monsters/golem.htm))

The cost to create given for each golem includes the cost of the physical body and all the materials and spell components that are consumed or become a permanent part of the golem. Creating a golem is essentially similar to creating any sort of magic item. However, a golem's body includes costly material components that may require some extra preparation. The golem's creator can assemble the body or hire someone else to do the job. The builder must have the appropriate skill, which varies with the golem variety.

Completing the golem's creation drains the appropriate XP from the creator and requires casting any spells on the final day.

The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

The characteristics of a golem that come from its nature as a magic item (caster level, prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each golem's description.

Note: The market price of an advanced golem (a golem with more Hit Dice than the typical golem described in each entry) is increased by 5,000 gp for each additional Hit Die, and increased by an additional 50,000 gp if the golem's size increases. The XP cost for creating an advanced golem is equal to 1/25 the advanced golem's market price minus the cost of the special materials required.


Construction:
A centaur golem's body (and its sword, which is of one piece with the body) is chiseled from a single block of high-quality hard white stone, weighing at least 10,000 pounds and costing 15,000 gp, with eyes set with two pure diamonds worth 5,000 gp each. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check, and the sword portion requires a DC 15 Craft (weaponsmithing) check.
Caster Level: 14th
Materials: 10000 lb of white stone (15000 gp) and two large diamonds (10000 gp)
Requirements: Craft Construct (http://www.d20srd.org/srd/monsterFeats.htm#craftConstruct), true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm), geas/quest (http://www.d20srd.org/srd/spells/geasQuest.htm), greater magic weapon (http://www.d20srd.org/srd/spells/magicWeaponGreater.htm), statue (http://www.d20srd.org/srd/spells/statue.htm) (caster of at least 14th level)
Skills: Craft(weaponsmithing), Craft(sculpting/stonemasonry)
Price: 110,000 gp
Cost: 70,000 gp + 3,400 XP


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Okay, you may now begin pointing out the bits I've forgotten or got wrong entirely. :smallsmile: