killem2
2016-05-21, 10:47 PM
So, I've been GMing my group in way of the wicked for some time now.
Our evil beings are being tormented by a pair of Moon Dogs. (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/moon-dog) They are described by the AP as being extremely cunning beasts that will stop at nothing to stop our evil doers. However, these evil doers have control of a Golem.
Artephius, Alchemical Golem CR 9
XP 6,400
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +8, Will +4
DR 10/adamantine or bludgeoning; Immune construct traits,
magic
OFFENSE
Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus alchemy)
Ranged bomb +15 (8d6 energy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks alchemy, bombs, splash
TACTICS
During Combat When facing one opponent, Artephius prefers his
powerful slam attacks. Against groups, Artephius will use his
bombs to spread the damage amongst all his enemies. Artephius
is a heartless combatant and has no problem splashing allies
with his bombs.
Morale Artephius is a fearless combatant and fights to the death to
fulfull his master’s commands.
STATISTICS
Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +21; CMD 35
SPECIAL ABILITIES
Alchemy (Ex) When an alchemical golem strikes a foe, the attack
has an additional random effect, chosen from the options below.
The attack can deal 1d6 points of acid, cold, electricity, or
fire damage, cause the target to become sickened (Fortitude
DC 16 negates) for 1d4 rounds, or cause the target to become
entangled (Reflex DC 16 negates) for 1d4 rounds. These save
DCs are Constitution-based.
Bombs (Ex) As a standard action, an alchemical golem can throw
a bomb as a ranged touch attack to a distance of 60 feet (no
range increment). If the attack misses, treat it as a thrown
splash weapon to determine where it lands. Anyone struck
by an alchemical golem’s bomb takes 8d6 points of acid, cold,
electricity, or fire damage (determine type randomly). All creatures
adjacent to the location where the bomb hits take 1d6
points of energy damage of the same type.
Immunity to Magic (Ex) An alchemical golem is immune to spells
or spell-like abilities that allow spell resistance, save for spells
with the sonic descriptor. Shatter damages an alchemical
golem as if it were a crystalline creature.
Splash (Ex) Any strike on an alchemical golem with a non-reach
melee weapon deals 1 point of acid, cold, electricity, or fire
damage (determine type randomly) to the attacker. This
amount increases to 1d6 points of damage if the attack is a
critical hit.
can Alter Self be used to look like one of the four command possible players (since the moon dogs have had ample visits to memorize their looks) and then tell the Golem "Your new commands are to destroy all the children in this establishment." or whatever. Will it follow it completely? I show no saving throw for alter self.
Our evil beings are being tormented by a pair of Moon Dogs. (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/moon-dog) They are described by the AP as being extremely cunning beasts that will stop at nothing to stop our evil doers. However, these evil doers have control of a Golem.
Artephius, Alchemical Golem CR 9
XP 6,400
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +8, Will +4
DR 10/adamantine or bludgeoning; Immune construct traits,
magic
OFFENSE
Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus alchemy)
Ranged bomb +15 (8d6 energy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks alchemy, bombs, splash
TACTICS
During Combat When facing one opponent, Artephius prefers his
powerful slam attacks. Against groups, Artephius will use his
bombs to spread the damage amongst all his enemies. Artephius
is a heartless combatant and has no problem splashing allies
with his bombs.
Morale Artephius is a fearless combatant and fights to the death to
fulfull his master’s commands.
STATISTICS
Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +21; CMD 35
SPECIAL ABILITIES
Alchemy (Ex) When an alchemical golem strikes a foe, the attack
has an additional random effect, chosen from the options below.
The attack can deal 1d6 points of acid, cold, electricity, or
fire damage, cause the target to become sickened (Fortitude
DC 16 negates) for 1d4 rounds, or cause the target to become
entangled (Reflex DC 16 negates) for 1d4 rounds. These save
DCs are Constitution-based.
Bombs (Ex) As a standard action, an alchemical golem can throw
a bomb as a ranged touch attack to a distance of 60 feet (no
range increment). If the attack misses, treat it as a thrown
splash weapon to determine where it lands. Anyone struck
by an alchemical golem’s bomb takes 8d6 points of acid, cold,
electricity, or fire damage (determine type randomly). All creatures
adjacent to the location where the bomb hits take 1d6
points of energy damage of the same type.
Immunity to Magic (Ex) An alchemical golem is immune to spells
or spell-like abilities that allow spell resistance, save for spells
with the sonic descriptor. Shatter damages an alchemical
golem as if it were a crystalline creature.
Splash (Ex) Any strike on an alchemical golem with a non-reach
melee weapon deals 1 point of acid, cold, electricity, or fire
damage (determine type randomly) to the attacker. This
amount increases to 1d6 points of damage if the attack is a
critical hit.
can Alter Self be used to look like one of the four command possible players (since the moon dogs have had ample visits to memorize their looks) and then tell the Golem "Your new commands are to destroy all the children in this establishment." or whatever. Will it follow it completely? I show no saving throw for alter self.