rferries
2017-09-11, 05:39 AM
0. Rationale, Golem Subtype, Iron Golem
1. Silver Golem (http://www.giantitp.com/forums/showsinglepost.php?p=22386928&postcount=13)
2. Flesh Golem (http://www.giantitp.com/forums/showsinglepost.php?p=22481220&postcount=14)
0)Inspired by this thread (http://www.giantitp.com/forums/showthread.php?518086-The-LA-assignment-archive&p=21798987), where a monster's CR should be as close as possible to its HD. I see the sample revised iron golem as having LA+2.
1) Constructs are effectively animated objects; they should have hardness rather than damage reduction (except maybe in the case of flesh golems).
2) I'm becoming less and less fond of the mindless (i.e. no Intelligence score) quality for creatures; everyone deserves feats and skillpoints! :) Oozes and vermin should have animal intelligence. Golems are often depicted in fiction/computer games as being able to speak to their masters' guests/intruders, and even in the lore they are meant to be animated by bound elemental spirits (and elementals have Intelligence scores!). I'm scrapping the bound spirit thing anyways as well, though.
3) Constructs and undead should have Constitution scores, for simplicity's sake (http://www.giantitp.com/forums/showthread.php?533099-Potential-houserule-Constitution-scores-for-constructs-and-undead&p=22283354#post22283354).
4) While I'm at it, I've been frustrated when homebrewing monsters due to how sparing most creature types are with skill points. I may eventually switch to Pathfinder due to its streamlined skill list, but for now I'm going to give golems +2 skill points per die (4 total, like undead), in addition to other benefits.
5) And since I'm butchering so many of the classic features of the iron golem, I'm replacing the breath weapon and altering the magic immunity :D. Were these based off of a classic reference of some kind in the first place?
Golems
Golems are constructs with the golem subtype, built primarily to serve and protect. They obey their creators (or clients they are sold to by their creators) without question.
A golem is almost always lawful, but its alignment otherwise matches its creator's alignment.
Golems speak any one language spoken by their creators (usually Common). Certain golems (particularly those used for domestic or diplomatic purposes) may speak additional languages.
Features
A golem has the features of a normal construct, except as follows (and unless otherwise noted in a creature’s entry).
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude and Will saves.
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits
A golem possesses construct traits (except as noted below and in a creature’s entry).
Enchanted (Ex): Golems receive Enchanted as a bonus feat (they need not meet its prerequisites).
Eternal (Su): Unlike normal constructs, a golem heals naturally as though it were a living creature. It cannot be healed by positive energy, but mending heals it for 1 hit point per caster level (maximum 5) and make whole heals it for 10 hit points per caster level (maximum 100). They can still be repaired as normal by the Craft Construct feat, and still benefit from fast healing.
Hardness (Ex): All golems possess some amount of hardness.
Powerful Build (Ex): A golem is treated as a creature of its actual size or as a creature one size larger, whichever is most beneficial to the golem at the time.
Proficiencies (Ex): A golem is proficient with its natural weapons and any integrated items.
Rock Throwing (Ex): Golems can hurl boulders at distant targets (especially airborne foes). A golem of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the golem’s variety.
Spell Resistance (Su): All golems possess spell resistance equal to their character level +10.
Berserk Golems
These golems were crafted by incompetent wizards. Ostensibly loyal, they eventually break free or become obsessed with completing specific tasks to the point of indomitable madness. They have the ability to rage as barbarians of their character level, and do so freely and often as they lay waste to everything around them.
Integrated Items
When crafting a golem, its creator may permanently integrate masterwork (http://www.giantitp.com/forums/showthread.php?534896-Master-Artisan-(feat-for-better-masterwork-bonuses)&p=22340347#post22340347)or magic items into the creature. These are typically arms or armour but may also include ability-enhancing items (e.g. a headband of intellect +2) or similar. The benefits from integrated items overlap (do not stack) with the benefits from items the golem carries or wears. Integrated weapons count as either natural weapons or manufactured weapons for the golem, whichever is most beneficial for a given purpose. Integrated items cannot be sundered, disarmed, or otherwise removed from their golem. n.b. an integrated item that provides an Intelligence bonus also increases the golem's skill points.
Sample golems with integrated items could include a golem with a masterwork bastard sword and shield, or a golem armed with magic weapons.
IRON GOLEM
https://i.imgur.com/dKohFDK.jpg
GOLEM, IRONLARGE CONSTRUCT (Golem)
Hit Dice: 18d10+162 (261 hp)
Initiative: +4
Speed: 40 ft. (6 squares)
Armor Class: 35 (+14 natural, +12 masterwork full plate, -1 size), touch 9, flat-footed 35
Base Attack/Grapple: +18/+35
Attack: Masterwork greataxe +30 melee (4d6+17/(19-20)/x3) or rock +21 ranged (2d8+13) or slam +30 melee (1d8+13)
Full Attack: Masterwork greataxe +30/+25/+20/+15 melee (4d6+17/(19-20)/x3) or rock +21 ranged (2d8+13) or 2 slams +30 melee (1d8+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, elemental conduction, rock throwing
Special Qualities: Construct traits, darkvision 60 ft., golem traits, hardness 10, low-light vision, powerful build, rust vulnerability, spell resistance 28
Saves: Fort +22, Ref +8, Will +14
Abilities: Str 28, Dex 10, Con 28, Int 10, Wis 12, Cha 10
Skills: Intimidate +21, Listen +24, Sense Motive +22, Spot +24
Feats: Alertness, EnchantedB (http://www.giantitp.com/forums/showthread.php?534772-A-few-simple-feats-(Enchanted-Flight-Insightful-Strike)&p=22336997#post22336997), Great Fortitude, Improved Critical (greataxe), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Environment: Any
Organization: Solitary, escort (2-4), or guard (3-6)
Challenge Rating: 18
Treasure: None
Alignment: Always lawful (any)
Advancement: 19-30 HD (Large)
Level Adjustment: +2 (cohort)
Your party rogue has not yet started picking the lock to the wizard's sanctum, when a towering armoured construct of black iron strides out of the shadows. Moving with a speed belied by its size, it hefts a tremendous greataxe and speaks in a stern and booming hollow voice - "INTRUDERS. HALT."
Iron golems are the ultimate wardens. Fabulously expensive to craft, they offer unbreakable loyalty and tremendous skill in combat. An iron golem uses its keen senses and Intimidating presence to keep its master's foes at bay.
Combat
An iron golem fights at the direction of its creator, otherwise unleashing its breath weapon freely and striking down the nearest foes in melee.
The sample iron golem was provided with a masterwork greataxe and a masterwork suit of full plate as integrated items.
Note that the iron golem's Armour Class and attacks all include a +4 enhancement bonus from the Enchanted feat.
An iron golem's natural weapons, as well as any weapons its wields, are treated as being cold iron and magic for the purpose of overcoming damage reduction.
Breath Weapon (Su)
An iron golem's breath weapon varies according to its current elemental affinity (see Elemental Conduction, below). Once an iron golem uses its breath weapon, it must wait 1d4 rounds before using it again. The save DCs are Constitution-based.
Standard
10-foot spread, hollow and terrifying metallic roar dealing 18d6 sonic damage, Fortitude DC 28 for half. Creatures that fail their Fortitude saves are stunned for 1 round and deafened for 1d4 rounds.
Charged
As chain lightning (caster level 18th). Reflex DC 28 half.
Frigid
60-foot cone, damage 18d6 cold, Reflex DC 28 half. Creatures that fail their Reflex save are slowed as the spell (caster level 18th).
Molten
As incendiary cloud (caster level 18th), centred on the golem. Reflex DC 28 half.
Elemental Conduction (Su)
Elemental damage that overcomes an iron golem's hardness is absorbed into the creature's structure, granting it a certain elemental affinity for the remainder of the encounter (or until it takes a different type of elemental damage and switches to a different elemental affinity). The save DCs are Constitution-based.
Charged
Any electricity damage that overcomes an iron golem's hardness charges it with electrical energy. The golem gains a deflection bonus to its Armour Class equal to its Constitution modifier, acts as though hasted, is immune to electricity, and deals an additional 2d8 points of electricity damage with its natural weapons and melee weapons. Creatures hitting a golem with natural weapons or unarmed attacks take electricity damage as though hit by the golem’s attack.
Frigid
Any cold damage that overcomes an iron golem's hardness chills the creature so intensely that it burns. The golem is immune to cold, and deals an additional 2d8 points of cold damage with its natural weapons and melee weapons. Any creature struck by the golem must succeed on a DC 28 Fortitude save or be slowed as the spell (caster level 18th). Creatures hitting a golem with natural weapons or unarmed attacks take cold damage as though hit by the golem’s attack, and are slowed unless they succeed on a Fortitude save. However, the golem becomes so brittle that its hardness is reduced to 5.
Molten
Any fire damage that overcomes an iron golem's hardness heats the creature until it is red-hot. The golem is immune to fire, gains fast healing 10, and deals an additional 2d8 points of fire damage with its natural weapons and melee weapons. Any creature struck by the golem must succeed on a DC 28 Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a golem with natural weapons or unarmed attacks take fire damage as though hit by the golem’s attack, and also catch on fire unless they succeed on a Reflex save. However, the golem becomes so soft that its hardness is reduced to 5.
Hardness (Ex)
An iron golem is forged of pure cold iron. Fire, electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to iron golems; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to iron golems; divide the damage dealt by 4 before applying the hardness.
Powerful Build (Ex)
An iron golem is treated as a creature of its actual size or as a creature one size larger (Huge for the sample golem), whichever is most beneficial to the iron golem at the time.
Rock Throwing (Ex)
The range increment is 140 feet for an iron golem’s thrown rocks.
Rust Vulnerability (Su)
A rusting grasp spell, rust monster's touch, and similar effects each deal 1d4 points of Constitution damage to an iron golem with each such attack. This ignores a construct's usual immunity to ability damage.
Construction
An iron golem’s body is sculpted from 5,000 pounds of pure cold iron, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
The iron golem must be provided with a suit of Large full plate (http://www.d20srd.org/srd/equipment/armor.htm#armorForUnusualCreatures) armour and a Large weapon (http://www.d20srd.org/srd/equipment/weapons.htm#cost), both of which must be forged from cold iron as well as either masterwork or magical (see Integrated Items). The cost of these items is not included in the construction cost below.
CL 18th; Craft Construct, fabricate, greater shout, geas/quest, major creation, wish, caster must be at least 18th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.
Variant Iron Golems
The artificial nature of iron golems lends them to many different designs, limited only by the imagination and skill of their creators. An iron golem might have ranks in Ride, select mount-focused feats, and be mounted on an iron golem steed (or fused to one to form an iron golem centaur). Another might select weapon focus (http://www.giantitp.com/forums/showthread.php?533892-Miscellaneous-Feats-(Paladin-auras-monster-creation)&p=22308481#post22308481) and similar feats, or have more than two arms and select Multiweapon fighting. Some iron golems might have a breath weapon that fires a line of shrapnel, others might be forged with vicious spiked armour (http://www.d20srd.org/srd/monsters/devil.htm#barbedDevilHamatula). The possibilities are endless!
Adamantine Golems
These golems are forged from adamantine. They have at additional Hit Dice, Strength, and Constitution as well as hardness 20. They lose the rust vulnerability special quality and their weapons count as magic and adamantine for overcoming damage reduction and hardness.
1. Silver Golem (http://www.giantitp.com/forums/showsinglepost.php?p=22386928&postcount=13)
2. Flesh Golem (http://www.giantitp.com/forums/showsinglepost.php?p=22481220&postcount=14)
0)Inspired by this thread (http://www.giantitp.com/forums/showthread.php?518086-The-LA-assignment-archive&p=21798987), where a monster's CR should be as close as possible to its HD. I see the sample revised iron golem as having LA+2.
1) Constructs are effectively animated objects; they should have hardness rather than damage reduction (except maybe in the case of flesh golems).
2) I'm becoming less and less fond of the mindless (i.e. no Intelligence score) quality for creatures; everyone deserves feats and skillpoints! :) Oozes and vermin should have animal intelligence. Golems are often depicted in fiction/computer games as being able to speak to their masters' guests/intruders, and even in the lore they are meant to be animated by bound elemental spirits (and elementals have Intelligence scores!). I'm scrapping the bound spirit thing anyways as well, though.
3) Constructs and undead should have Constitution scores, for simplicity's sake (http://www.giantitp.com/forums/showthread.php?533099-Potential-houserule-Constitution-scores-for-constructs-and-undead&p=22283354#post22283354).
4) While I'm at it, I've been frustrated when homebrewing monsters due to how sparing most creature types are with skill points. I may eventually switch to Pathfinder due to its streamlined skill list, but for now I'm going to give golems +2 skill points per die (4 total, like undead), in addition to other benefits.
5) And since I'm butchering so many of the classic features of the iron golem, I'm replacing the breath weapon and altering the magic immunity :D. Were these based off of a classic reference of some kind in the first place?
Golems
Golems are constructs with the golem subtype, built primarily to serve and protect. They obey their creators (or clients they are sold to by their creators) without question.
A golem is almost always lawful, but its alignment otherwise matches its creator's alignment.
Golems speak any one language spoken by their creators (usually Common). Certain golems (particularly those used for domestic or diplomatic purposes) may speak additional languages.
Features
A golem has the features of a normal construct, except as follows (and unless otherwise noted in a creature’s entry).
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude and Will saves.
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits
A golem possesses construct traits (except as noted below and in a creature’s entry).
Enchanted (Ex): Golems receive Enchanted as a bonus feat (they need not meet its prerequisites).
Eternal (Su): Unlike normal constructs, a golem heals naturally as though it were a living creature. It cannot be healed by positive energy, but mending heals it for 1 hit point per caster level (maximum 5) and make whole heals it for 10 hit points per caster level (maximum 100). They can still be repaired as normal by the Craft Construct feat, and still benefit from fast healing.
Hardness (Ex): All golems possess some amount of hardness.
Powerful Build (Ex): A golem is treated as a creature of its actual size or as a creature one size larger, whichever is most beneficial to the golem at the time.
Proficiencies (Ex): A golem is proficient with its natural weapons and any integrated items.
Rock Throwing (Ex): Golems can hurl boulders at distant targets (especially airborne foes). A golem of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the golem’s variety.
Spell Resistance (Su): All golems possess spell resistance equal to their character level +10.
Berserk Golems
These golems were crafted by incompetent wizards. Ostensibly loyal, they eventually break free or become obsessed with completing specific tasks to the point of indomitable madness. They have the ability to rage as barbarians of their character level, and do so freely and often as they lay waste to everything around them.
Integrated Items
When crafting a golem, its creator may permanently integrate masterwork (http://www.giantitp.com/forums/showthread.php?534896-Master-Artisan-(feat-for-better-masterwork-bonuses)&p=22340347#post22340347)or magic items into the creature. These are typically arms or armour but may also include ability-enhancing items (e.g. a headband of intellect +2) or similar. The benefits from integrated items overlap (do not stack) with the benefits from items the golem carries or wears. Integrated weapons count as either natural weapons or manufactured weapons for the golem, whichever is most beneficial for a given purpose. Integrated items cannot be sundered, disarmed, or otherwise removed from their golem. n.b. an integrated item that provides an Intelligence bonus also increases the golem's skill points.
Sample golems with integrated items could include a golem with a masterwork bastard sword and shield, or a golem armed with magic weapons.
IRON GOLEM
https://i.imgur.com/dKohFDK.jpg
GOLEM, IRONLARGE CONSTRUCT (Golem)
Hit Dice: 18d10+162 (261 hp)
Initiative: +4
Speed: 40 ft. (6 squares)
Armor Class: 35 (+14 natural, +12 masterwork full plate, -1 size), touch 9, flat-footed 35
Base Attack/Grapple: +18/+35
Attack: Masterwork greataxe +30 melee (4d6+17/(19-20)/x3) or rock +21 ranged (2d8+13) or slam +30 melee (1d8+13)
Full Attack: Masterwork greataxe +30/+25/+20/+15 melee (4d6+17/(19-20)/x3) or rock +21 ranged (2d8+13) or 2 slams +30 melee (1d8+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon, elemental conduction, rock throwing
Special Qualities: Construct traits, darkvision 60 ft., golem traits, hardness 10, low-light vision, powerful build, rust vulnerability, spell resistance 28
Saves: Fort +22, Ref +8, Will +14
Abilities: Str 28, Dex 10, Con 28, Int 10, Wis 12, Cha 10
Skills: Intimidate +21, Listen +24, Sense Motive +22, Spot +24
Feats: Alertness, EnchantedB (http://www.giantitp.com/forums/showthread.php?534772-A-few-simple-feats-(Enchanted-Flight-Insightful-Strike)&p=22336997#post22336997), Great Fortitude, Improved Critical (greataxe), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Environment: Any
Organization: Solitary, escort (2-4), or guard (3-6)
Challenge Rating: 18
Treasure: None
Alignment: Always lawful (any)
Advancement: 19-30 HD (Large)
Level Adjustment: +2 (cohort)
Your party rogue has not yet started picking the lock to the wizard's sanctum, when a towering armoured construct of black iron strides out of the shadows. Moving with a speed belied by its size, it hefts a tremendous greataxe and speaks in a stern and booming hollow voice - "INTRUDERS. HALT."
Iron golems are the ultimate wardens. Fabulously expensive to craft, they offer unbreakable loyalty and tremendous skill in combat. An iron golem uses its keen senses and Intimidating presence to keep its master's foes at bay.
Combat
An iron golem fights at the direction of its creator, otherwise unleashing its breath weapon freely and striking down the nearest foes in melee.
The sample iron golem was provided with a masterwork greataxe and a masterwork suit of full plate as integrated items.
Note that the iron golem's Armour Class and attacks all include a +4 enhancement bonus from the Enchanted feat.
An iron golem's natural weapons, as well as any weapons its wields, are treated as being cold iron and magic for the purpose of overcoming damage reduction.
Breath Weapon (Su)
An iron golem's breath weapon varies according to its current elemental affinity (see Elemental Conduction, below). Once an iron golem uses its breath weapon, it must wait 1d4 rounds before using it again. The save DCs are Constitution-based.
Standard
10-foot spread, hollow and terrifying metallic roar dealing 18d6 sonic damage, Fortitude DC 28 for half. Creatures that fail their Fortitude saves are stunned for 1 round and deafened for 1d4 rounds.
Charged
As chain lightning (caster level 18th). Reflex DC 28 half.
Frigid
60-foot cone, damage 18d6 cold, Reflex DC 28 half. Creatures that fail their Reflex save are slowed as the spell (caster level 18th).
Molten
As incendiary cloud (caster level 18th), centred on the golem. Reflex DC 28 half.
Elemental Conduction (Su)
Elemental damage that overcomes an iron golem's hardness is absorbed into the creature's structure, granting it a certain elemental affinity for the remainder of the encounter (or until it takes a different type of elemental damage and switches to a different elemental affinity). The save DCs are Constitution-based.
Charged
Any electricity damage that overcomes an iron golem's hardness charges it with electrical energy. The golem gains a deflection bonus to its Armour Class equal to its Constitution modifier, acts as though hasted, is immune to electricity, and deals an additional 2d8 points of electricity damage with its natural weapons and melee weapons. Creatures hitting a golem with natural weapons or unarmed attacks take electricity damage as though hit by the golem’s attack.
Frigid
Any cold damage that overcomes an iron golem's hardness chills the creature so intensely that it burns. The golem is immune to cold, and deals an additional 2d8 points of cold damage with its natural weapons and melee weapons. Any creature struck by the golem must succeed on a DC 28 Fortitude save or be slowed as the spell (caster level 18th). Creatures hitting a golem with natural weapons or unarmed attacks take cold damage as though hit by the golem’s attack, and are slowed unless they succeed on a Fortitude save. However, the golem becomes so brittle that its hardness is reduced to 5.
Molten
Any fire damage that overcomes an iron golem's hardness heats the creature until it is red-hot. The golem is immune to fire, gains fast healing 10, and deals an additional 2d8 points of fire damage with its natural weapons and melee weapons. Any creature struck by the golem must succeed on a DC 28 Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a golem with natural weapons or unarmed attacks take fire damage as though hit by the golem’s attack, and also catch on fire unless they succeed on a Reflex save. However, the golem becomes so soft that its hardness is reduced to 5.
Hardness (Ex)
An iron golem is forged of pure cold iron. Fire, electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to iron golems; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to iron golems; divide the damage dealt by 4 before applying the hardness.
Powerful Build (Ex)
An iron golem is treated as a creature of its actual size or as a creature one size larger (Huge for the sample golem), whichever is most beneficial to the iron golem at the time.
Rock Throwing (Ex)
The range increment is 140 feet for an iron golem’s thrown rocks.
Rust Vulnerability (Su)
A rusting grasp spell, rust monster's touch, and similar effects each deal 1d4 points of Constitution damage to an iron golem with each such attack. This ignores a construct's usual immunity to ability damage.
Construction
An iron golem’s body is sculpted from 5,000 pounds of pure cold iron, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
The iron golem must be provided with a suit of Large full plate (http://www.d20srd.org/srd/equipment/armor.htm#armorForUnusualCreatures) armour and a Large weapon (http://www.d20srd.org/srd/equipment/weapons.htm#cost), both of which must be forged from cold iron as well as either masterwork or magical (see Integrated Items). The cost of these items is not included in the construction cost below.
CL 18th; Craft Construct, fabricate, greater shout, geas/quest, major creation, wish, caster must be at least 18th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.
Variant Iron Golems
The artificial nature of iron golems lends them to many different designs, limited only by the imagination and skill of their creators. An iron golem might have ranks in Ride, select mount-focused feats, and be mounted on an iron golem steed (or fused to one to form an iron golem centaur). Another might select weapon focus (http://www.giantitp.com/forums/showthread.php?533892-Miscellaneous-Feats-(Paladin-auras-monster-creation)&p=22308481#post22308481) and similar feats, or have more than two arms and select Multiweapon fighting. Some iron golems might have a breath weapon that fires a line of shrapnel, others might be forged with vicious spiked armour (http://www.d20srd.org/srd/monsters/devil.htm#barbedDevilHamatula). The possibilities are endless!
Adamantine Golems
These golems are forged from adamantine. They have at additional Hit Dice, Strength, and Constitution as well as hardness 20. They lose the rust vulnerability special quality and their weapons count as magic and adamantine for overcoming damage reduction and hardness.