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Thread: The Sea-Rotter Golem (3.5)
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2010-05-12, 09:39 PM (ISO 8601)
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The Sea-Rotter Golem (3.5)
The Sea-rotter golem is (in short) a flesh golem made out of parts of sea creatures (squid tentacles, crab claws, shark jaws, ect.).
Sea-Rotter Golem CR 7
Usually Neutral Large Construct.
Init +0
AC 22 FF 22 Touch 9
(-1 size, +13 natural)
HD 11
HP 85 (11d10+0)
Fort +8 Ref +2 Will +5
Speed 5 squares (25 ft), swim 5 squares (25 ft)
Base Atk +6 Grp +17
Attack Slam +10 2d8+4 and 1d2 dex damage and 1d2 con damage
Full Attack 2 Slams +10 2d8+4 and 1d2 dex damage and 1d2 con damage
Space 10 ft. (2 squares) Reach 10 ft. (2 squares)
Abilities: Str 25(+7) Dex 10(+0) Con -- Int
-- Wis 11(+0) Cha 1(-5)
Total Feats 4
Gear
Total Cost of Gear 0gp
Spell Absorption(Su) Whenever a spell fails to penetrate a Sea-Rotter Golem's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
-Might The Sea-Rotter Golem gains +4 enhancement bonus to Strength for 1 minute.
-endurance The Sea-Rotter Golem gains +4 enhancement bonus to Constitution for 1 minute.
-Energy The Sea-Rotter Golem gains temporary hit points equal to 5X the level of the failed spell.
-Resistance The Sea-Rotter Golem gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
-Stench Living creatures without any kind of stench power within 3 squares take 1d2 con damage and 1d2 dex damage.
Spell Resistance(Ex) 20
Rotting Stench (ex) Living creatures without any kind of stench power within 3 squares take a -2 penalty to attacks, AC, saves, and skill checks.
Stench Burst (ex) Living creatures without any kind of stench power that hit the Sea-Rotter Golem with a melee attack must make a DC 17 fortitude save or take 1d2 dex damage and 1d2 con damage.
Damage Reduction 5/-
Sr 18Last edited by Chainsaw Hobbit; 2010-05-14 at 11:03 PM.
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2010-05-12, 10:37 PM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
The fact that it's a golem and "made" suggests that it should be a construct. There may be other issues, nbut that's the obvious one.
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2010-05-12, 11:13 PM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
Uh, yeah. No construct, no golem.
Cool monster, though. Gross, but cool.
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2010-05-13, 04:28 AM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
Stormwrack had an undead which was basically made from the organic debris of the sea floor. The Blackskate, I think it was.
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2010-05-13, 08:54 PM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
I'm going to work on a 4e version, and ideas?
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2010-05-13, 11:49 PM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
I may add a penalty against the Stench and Stench Burst for creatures with sent.
I agree with Hamishspence, you may wish to look into the creature from Stormwrack for further inspiration.Last edited by Tibbaerrohwen; 2010-05-13 at 11:50 PM.
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2010-05-14, 12:03 AM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
This is *really* weak for CR 8. It's saves are terrible, so any non SR spell (orb of fire for daze, for instance) will wreck it, and even an unoptimized level eight melee character will kill this thing with a full attack.
This is about CR 5, maybe, at the moment.
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2010-05-14, 10:25 AM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
It is now cr7.
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2010-05-14, 11:46 AM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
Constructs have bonus hit points based on size. It should have +30 bonus hit points because it is Large. '
Endurance is bad because it doesn't have a Constitution score. How does it get a bonus from this?
DebbyP.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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2010-05-14, 12:00 PM (ISO 8601)
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2010-05-14, 12:16 PM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
Yeah, it's not really CR7. On level 7, most meleeists should be able to take it down in one round, and with those saves, it has almost no chance to save against spells. I think the spellcasters wouldn't even have to take out the big guns.
I'd say it needs better saves, more hit points, probably damage reduction. At least.Last edited by Eldan; 2010-05-14 at 12:17 PM.
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2010-05-14, 04:51 PM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
I gave it more hp, better saves, and damage reduction.
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2010-05-14, 10:09 PM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
HD 11
HP 59 (11d10+0)
DebbyP.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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2010-05-14, 11:04 PM (ISO 8601)
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2010-05-15, 05:40 AM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
This thing is very easy to power up by throwing 0th level scrolls at.
The fact that the creator gets to choose at the time the spell hits, even though it has Int -- doesn't make sense... make it random, or specify that it has to be specified in a clear and simple way at the time of creation what power-up it will take under which circumstance.[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
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2010-05-15, 08:07 AM (ISO 8601)
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Re: The Sea-Rotter Golem (3.5)
Why the spell absorption? Golem's main ability is their immunity to magic, not their resistance to it. Is there a fluff reason it gets power by resisting spells? And with SR 18, a mage who took a few magic items/feats would be hitting it half the time. Someone who optomized to fight monsters with SR would chew right through it. And AC 22? A fighter with a strength mod of +5 and a +1 weapon will hit this on an 8 at seventh level. It either needs to have a higher AC or magic immunity/high SR, or a balanced party is going to hit any aspect of its defences on a 10, at most.