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View Full Version : D&D 3.x Other Conversion of Keg Golem from 5e to 3.5



Debihuman
2020-03-09, 03:51 PM
See source material here: https://www.instagram.com/p/BpOmxkzjOyO/


An ornate keg with a stern dwarven face, arms, and legs walks about the tavern, dispensing drink to any and all.

Golem, Keg
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 natural), touch 10, flat-footed 11
BAB/Grapple: +4/+7
Attack: Slam + 7 melee (1d6+3)
Full Attack: Slam +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ale Blast
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., empty keg, low-light vision, immunity to magic
Saves: Fort +2, Reflex +2, Will +2
Abilities: Str 16, Dex 10, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: 7-12 (Medium), 13-18 (Large)
Level Adjustment: —

Combat

Ale Blast (Ex): As a standard action, the keg golem shoots a 1gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a Fortitude save (DC 13). On a failure, a target takes 2d8 points of damage and is sickened for 1 minute. Small and smaller creatures are also knocked prone from the blast. On a success, a target takes half the damage and isn’t sickened. Small and smaller creatures that make their save are not knocked prone. A sickened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The save DC is Constitution-based.

Empty Keg (Ex):.A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem’s speed is reduced to 0 and it takes a -2 penalty on all attack rolls until it is refilled with at least 1 gallon of ale.

Immunity to Magic (Ex): A keg 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.

Any spell that causes desiccation damage drives the golem back 120 feet and deals 2d12 points of damage to it.

A control water spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

A horrid wilting spell cast directly at a keg golem stops it from moving on its next turn and deals 5d8 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a keg golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A keg golem gets no saving throw against magical attacks that deal acid damage.

Rolling Charge (Ex): If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a Reflex save (DC 13) or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as an Attack of Opportunity.

Many dwarves create these constructs to use as a mobile source of ale on long journeys. When its master is threatened, the keg golem helps to incapacitate the adversary with its powerful ale blast. If lost, stolen, or bartered for, a keg golem can be used for promotional purposes or for guarding a tavern.

Construction
Keg golems are created when dwarven rune masters acquire a keg of their strongest ale and carve magical runes into it. The creator then forges a replica of its own face onto the front of the keg. The process requires two weeks of forging and runic inscription. The runes glow with the arcane energy of the creator, ranging from faint blues to dark reds. Special unguents and bindings worth 500 gp are also required. Assembling the body requires a DC 13 Profession (cooper) or craft (woodworking) check.

CL 8th; Craft Construct, animate object, bull’s strength, geas/quest, limited wish, caster must be at least 8th level and a dwarven rune master1; Price 10,500 gp; Cost 5,500 gp + 250 XP.

1Rune Master Prestige Class from Scarred Lands Player’s Guide © 2016, Onyx Path and Nocturnal Publishing, LLC; Authors Bill Ashbless, Jason Bolte, Tanya Cohan-Diaz, Chris Cowger, Steffie de Vaan, Adam Eichelberger, Matt Franklin, Nathan Knaack, Eddy Webb

ChaosCircle
2020-03-10, 08:06 AM
Seems decent but I'd suggest its CR 5, not CR 4.

Debihuman
2020-03-10, 08:58 AM
Seems decent but I'd suggest its CR 5, not CR 4.

I took a wild guess when I made it rather than using VT's CR calculator so you are probably right and I'll change it.

Thanks.

Debby