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    Bugbear in the Playground
    Join Date
    Mar 2007

    Default Sun Tyrant [MITPII], Sun Worshiper(PEACH)

    already submitted this to the contest, decided I like it enough to submit it for MIPTII as well, especially in hope of getting a bit of feedback on the monster to tweak it for eventual use. (I have a campaign coming up in which this creature would fit quite nicely I think). Thanks in advance to any and all that give advice of any kind or vote either way.

    Nimbus Golem (Plains Golem, Sun Tyrant)
    "Try not to look directly at it. Yes, even if you have one of those bits of parchment with a pinhole in it." - Narisha the Comely

    Size/Type:Large Construct
    Hit Dice:14d10+30 (107 hp)
    Initiative:0
    Speed:20 ft. (4 squares)
    Armor Class:25 (-1 size, +16 natural), touch 9, flat-footed 25
    Base Attack/Grapple:+10/+22
    Attack: Slam +18 melee (2d10+9)
    Full Attack: 2 slams +18 melee (2d10+9)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: None
    Special Qualities: Construct traits, damage reduction 5/adamantine, immunity to magic, Light of Judgment, Cleansing Aura, Solar Guardian, Solar Dependence
    Saves: Fort +4, Ref +4, Will +5
    Abilities: Str 29, Dex 10, Con Ø, Int 10, Wis 12, Cha 11
    Skills:
    Feats:
    Environment: Any; Usually Outdoors
    Organization: Solitary
    Challenge Rating: 14
    Treasure: 1d6x100 gp in gemstones and religious relics
    Alignment: Always neutral
    Advancement: 14-21 HD (Large); 22-42 (Huge)
    Level Adjustment:

    Description

    Where a moment ago had stood an oversized, but otherwise unremarkable, friar there is now a figure of dazzling light. Closer inspection, though painful to the eye, reveals that this is no living creature, but a clockwork being, constructed of obsidian and precious stone. The golem raises a hand and points towards the party, “ARE YOU BELIEVERS?” it calls out, but before you can answer a beam of light streaks towards you from the figure’s outstretched palm.

    The nimbus golem is similar in size and appearance to a stone golem, though always constructed from black stone and “cloaked”. Also called a plains golem or a sun tyrant, this construct is more a clockwork creature than a true golem. The nimbus golem depends on the sun, not inherent magic, to power most of its abilities, and if out of the light for long enough it will cease to function. Though not animated by arcane force, it is clear that powerful and forgotten magic has gone into its construction; especially in fabricating the unknown material used in its “cloak,” actually a part of the golem, which serves as a collector of solar energy.

    Special Abilities

    Solar dependence In order to use any of its non-passive special abilities, the nimbus golem must spend at least 4 consecutive hours out of every day recharging in natural sunlight or in an area under the effect of a daylight spell. During this time the golem may still move and use its normal attacks, but it may not use cleansing aura or solar guardian.

    Though even ambient light is capable of powering the golem’s passive abilities and movement, some light is required for functioning. If the nimbus golem spends more then one week in total darkness it stops all functioning, and can not take any action until it spends one full day in sunlight for every month (round up) spent in darkness.

    Any spell or effect that does additional damage to light sensitive creatures heals, rather than damages, the nimbus golem. Every 10 points of damage taken from such an ability counts as an hour spent recharging. Every 10 points also count as a month spent in sunlight for the purposes of resuming functioning after being in darkness.

    Light of Judgment(Sp) As a standard action the Nimbus golem can cast searing light as though a 6th level cleric. This ability can be used no more than once every three rounds. The Nimbus Golem can not cast this ability on itself in order to recharge. If the construct has not had a chance to recharge, it may still use this ability as long as it is in an area of natural or magical daylight. If it has not recharged, however, this ability becomes a full round action and can only be used once every five rounds.

    Immunity to Magic(Ex) A Nimbus 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 stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round. This also requires the Golem to recharge before it can use any of its special abilities, as though it had not charged that day.

    This immunity does not apply to Effects that deal extra damage to light sensitive creatures (See Solar Dependence Above) nor does it apply completely to sonic effects. Any spell that would normally do sonic damage is capable of disrupting some of the complex internal mechanisms of the nimbus golem, causing it to behave as though shaken for 1d3 rounds.

    Cleansing Aura(Ex) As a free action, the Golem is wreathed in bright light, causing any creature that can see the golem, and is within 60 ft, to become dazzled. The intensity of this effect increases exponentially with proximity and any creature entering within 10 feet of the golem must make a DC 14 FORT save or be blinded for as long as they are within 10ft plus an additional 1d4 rounds after leaving the area.

    Solar Guardian(Su) As a full round action the nimbus golem fires a charged gemstone from a specialized compartment in its head or shoulders. The brightly shining crystal follows a steep trajectory taking four rounds to reach its target, which may be any 5 ft square within a 60 ft radius of the golem. Using this ability so drains the golem’s power stores that it is immediately treated as though a day had passed without recharging. The effects on each round are as follows.

    {table]Round|Effect
    1| All creatures within 40 ft of the golem must make a reflex save against DC 20 or be temporarily blinded for the next 4 rounds.
    2-3| The area within 100 ft are affected as though within a daylight spell. If already in unobstructed daylight all creatures within 100 ft are considered dazzled for 1d10 rounds. On turn 2 this effect is centered on the golem's square, on turn three it is centered on the impact square.
    4| As sunburst cast by a 10th level cleric, centered on the point of impact. Any creature that was blinded on the first round gains a +4 circumstance bonus to the save against being permanently blinded by this effect.
    [/table]


    Combat


    The nimbus golem always begins combat by casting light of judgment as a means of “investigating” the encountered group. Any creature damaged by this effect is considered a heathen, and will be attacked until it dies or flees from the golem. The golem will always activate cleansing aura as soon as it enters combat and maintains the effect throughout. When in combat the golem primarily uses slam attacks and will use ray of judgment whenever it is available. Solar guardian is a last resort, and the golem does will not use it until it is below half HP.

    Unlike most constructs, the nimbus golem has been given some semblance of personality, at least that of a religious zealot. Throughout the fight it will chastise its opponents for attacking a champion of justice, and will occasional admonish them to accept the true faith.

    Any creature that does not take damage from ray of judgment, and that also does not attack the nimbus golem, aid a “heathen,” or wear an obvious religious symbol, will be ignored.

    Background

    Though no one knows who or what first created nimbus golems it seems clear that they were developed by some long—lost religious order that worshipped the sun. This is reflected not only in the religious runes that mark its surface, its abilities, and its cleric like appearance but also by the fact that If engaged in theological debate the golem will actually be able to hold its own, as though it had a knowledge (religion) score of 15. It will continue to discuss religion, forceful advocating for its faith, even as it kills everything around it.

    This leads some to theorize that the constructs may have been created not just as defenders, but as automated missionaries or crusaders. This position is further supported by the nimbus golem’s tendency, unlike most golems, to be encountered wandering open areas in search of souls to judge.


    Quote Originally Posted by Anxe View Post

    Construction
    A Nimbus Golem's body is chiseled from a single block of black stone such as slate or obisdian, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 10,000 gp. Assembling the body requires a DC 21 Craft (sculpting) or Craft (stone-masonry) check. In addition a large array of components must be added to the inside of the golem. These components cost another 2,000 gp and must be added with a meld into stone spell, or by an incorporeal creature. A Craft (clockwork) check DC 21 is needed to place the parts correctly. When placing the components, the creature may choose to make a knowledge check to "program" the golem. The DC for this check is 20 to provide the equivalent of 15 ranks in the chosen field of knowledge. For every 5 by which the DC is increased the creature gains an additional 4 ranks. The Golem's resultant equiveltn knowledge score can never exceed the ranks possessed by the creature making the check.
    CL 17th; Craft Construct, daylight, geas/quest, searing light, sunburst, caster must be at least 17th level; Price 172,000 gp; Cost 92,000 gp + 6,400 XP.
    Last edited by Poppatomus; 2007-07-01 at 06:35 AM.