View Single Post

Thread: Critters III! Now also in 5e!

  1. - Top - End - #468
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Critters III! Now also in 5e!

    Bear Golem
    Huge Construct
    Hit Dice: 15d10+40 (122 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (-2 Size, +13 Natural), touch 8, flat-footed 21
    Base Attack/Grapple: +11/+31
    Attack: Claw +21 melee (2d8+12)
    Full Attack: 2 Claws +21 melee (2d8+12) and 1 Bite +16 melee (4d6+6)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Berserk, Improved Grab, Haste
    Special Qualities: Construct traits, Darkvision 60 ft., Low-light Vision, Immunity to Magic, DR 10/Adamantine, Scent
    Saves: Fort +5, Ref +5, Will +5
    Abilities: Str 35, Dex 11, Con -, Int -, Wis 10, Cha 6
    Skills: Swim +16
    Feats: ---
    Environment: Any
    Organization: Solitary or gang (2-4)
    Challenge Rating: <##>
    Treasure: None
    Alignment: Always Neutral
    Advancement: 16-22 HD (Huge), 23-45 HD (Gargantuan)
    Level Adjustment: ---

    The original Bear Golem was a flesh golem made from bears for a crime lord in Alfheim who used it to guard his drug operation. Unfortunately for him the local bears had a thing for coca leaves...

    Berserk (Ex): When a Bear Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 25 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%. Double the chances of going Berserk if the Bear Golem can smell cocaine.

    Improved Grab (Ex): To use this ability, a Bear Golem must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Haste (Ex): When the Bear Golem is 'exposed' to a certain white powder, it gains the effects of a Haste spell for 20 rounds.

    Immunity to Magic (Ex): A Bear 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.

    A magical attack that deals cold or fire damage slows a Bear Golem (as the slow spell) for 2d6 rounds, with no saving throw.

    A magical attack that deals electricity damage breaks any slow effect on the Bear Golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Bear Golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a Bear Golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A Bear Golem gets no saving throw against attacks that deal electricity damage.

    Skills: A Bear Golem has a +4 racial bonus on Swim checks.

    Combat: Pretty much acts like your standard bear so long as it's drug free. It's a wee bit...aggressive otherwise.



    Bear Golem
    "Is that what I think it is?"

    Comes With The Bear Necessities

    "Yessir! The original Bear Golem! Made for Old Scarface herself!"

    "Wasn't she a drug dealer?"

    "Pass."

    "It's in mint condition, I swear!"

    "it does look fairly tough Harlan."


    It Has Issues

    "Bawb forgets to mention that the Golem was made from bears addicted to Scarface's product. So is the Golem made from them."

    "It's been to rehab! I swear!"

    "Pass."
    Last edited by Bhu; 2023-04-01 at 10:06 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
    Behold the Power of Kitteh!
    Backup threads available here