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View Full Version : D&D 3.x Other Mishmash Golem (3.5 monster, PEACH)



Jormengand
2016-07-23, 11:37 PM
Mishmash Golem
Size/Type: Gargantuan Construct
Hit Dice: 54d10+60 (357 hp)
Initiative: +1
Speed: 20 ft (4 squares) fly 60 (Clumsy)
Armor Class: 32, touch 7, flat-footed 31 (-4 size, +1 dex, +25 natural)
Base Attack/Grapple: +40/+68
Attack: Slam +52 melee (6d8+16) or bite +47 melee (4d6+16) or claw +47 melee (2d8+8) or tail slap +47 melee (2d8+24) or wing +47 melee (2d6+8)
Full Attack: Slam +52 melee (6d8+16) and three bites +47 melee (4d6+16) and seven claws +47 melee (2d8+8) and two tail slaps +47 melee (2d8+24) and four wings +47 melee (2d6+8)
Space/Reach: 20 ft./20 ft.
Special Attacks: Crush 4d6+24 (DC 53), mass of appendages, ram 4d6+24 (DC 53)
Special Qualities: Construct traits, damage reduction 30/adamantine and 15/-, mass of sensors, true immunity
Saves: Fort +18, Ref +19, Will +18
Abilities: Str 42, Dex 12, Con —, Int —, Wis 10, Cha 6
Skills: —
Feats: —
Enviroment: Any
Organization: Solitary
Challange Rating: 23
Treasure: None
Alignment: Always True Neutral
Advancement: 55-81 HD (Gargantuan), 82-108 HD (Colossal)
Level Adjustment: —
Before you stands a mismatched bundle of limbs, sensors and whatever else makes up this strange machine. You make out some kind of three-headed behemoth with wings, tails and what-have-you plastered on with reckless abandon. Cogs whir to life, as the rickety-looking but still dangerous-looking construct bears down upon you.

A mishmash golem starts its life as some other kind of golem, but extensive repairs with different types of materials, random additions of extra limbs and sensors without rhyme or reason, and the odd obdurium plate to keep the whole thing together have turned it into a strange but lethal machine.

Combat
A mishmash golem charges towards enemies and attempts to run them down with its massive and terrifying array of attacks.

Crush
This special attack allows a flying or jumping mishmash golem to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the golem (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the golem. Creatures in the affected area must succeed on a Reflex save (DC equal to 10+1/2 the golem's hit dice+the golem's strength modifier) or be pinned, automatically taking bludgeoning damage during the next round unless the golem moves off them. If the golem chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Mass of Appendages (Ex)
The golem's weapons are crafted from bits of everything. They ignore damage reduction except for DR/-. Further, there are so many that a creature who provokes an attack of opportunity from the golem takes 1d6 claw attacks (this can be done as many times as creatures provoke attacks from the golem, and the golem can also take an actual attack of opportunity).

Ram (Ex)
When a mishmash golem charges a creature, before resolving the attack at the end of the charge, it deals the listed damage as bludgeoning and piercing damage to that creature. When it dives, it deals twice the listed damage instead. Either way, the opponent must take a fortitude save (same DC as the golem's crush attack) or be knocked prone. If the golem knocks the opponent prone (including by dropping them unconscious or dead), it may continue the straight line of the charge, either charging the creature or simply moving further. If it does and walks over the creature, they take the same damage again from being trampled.

Mass of Sensors (Ex/Su)
The mishmash golem has all methods of sensory input, such as darkvision, true seeing and blindsight. Those which exist as extraordinary abilities are also extraordinary for the mishmash golem.

True Immunity (Ex)
The mishmash golem is actually immune to magic. It is immune to any spell, spell-like ability, power, psi-like ability or supernatural ability, irrespective of whether or not that ability allows spell resistance. This doesn't stop it being indirectly affected, such as by a creature disintegrating a bridge it's standing on or calling a creature to kill it.