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Thread: Ice Golem

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    Dwarf in the Playground
     
    DruidGirl

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    Default Ice Golem

    ICE GOLEM
    Large, Construct
    Armor Class: 22
    Hit Dice: 126 (12d10+60)
    Speed: 30 ft.
    STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5)


    Damage Vulnerabilities: fire
    Damage Immunities: poison, psychic, cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine
    Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
    Senses: darkvision 120ft., passive Perception 10
    Languages: understands the languages of its creator but can't speak
    Challenge Rating: 11

    Cold Absorption: Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
    Immutable Form: The golem is immune to any spell or effect that would alter its form.
    Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
    Magic Weapons: The golem's weapon attacks are magical.
    Cold Aura: Any creature that begins its turn within 20 feet of the golem takes 6 (2d6) points of cold damage.
    ACTIONS
    Multiattack: The golem makes two slam attacks.

    Slam: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 3 (1d6) cold damage.

    Ice Shards: As an action, an ice golem can generate a spray of deadly ice shards from its body,all creatures within 10 feet make a DC 19 Dexterity saving throw taking dealing 6 (2d6) points of piercing damage and 3 (1d6) points of cold damage on a failure, or half as much on a success. In addition, living creatures must succeed on a DC 17 Constitution saving throw or be blinded for 1d4 rounds.

    Thoughts and comments?
    Last edited by RavenJovan; 2016-03-14 at 01:45 PM.
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    Ogre in the Playground
     
    MoleMage's Avatar

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    Default Re: Ice Golem

    Aren't the bludgeoning, slashing, and piercing from non-magical non-adamantine weapons usually a resistance, not an immunity for golems?

    Your heal on cold damage references lightning damage.

    I think Ice Shards and the normal attacks look good.

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    DruidGirl

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    Default Re: Ice Golem

    Quote Originally Posted by MoleMage View Post
    Aren't the bludgeoning, slashing, and piercing from non-magical non-adamantine weapons usually a resistance, not an immunity for golems?.
    Nope the book states immunity.

    Quote Originally Posted by MoleMage View Post
    Your heal on cold damage references lightning damage..
    Yup it sure does (Most because it is, well along with acid absorption, and fire absorption). All but one golem has an absorption ability, besides, it's from lore that it has this ability.


    Quote Originally Posted by MoleMage View Post
    Formatting is a little hard to read. If you edit it with Bold or using Header tags you can make sections more clearly separated.
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    Last edited by RavenJovan; 2016-03-11 at 03:06 PM.
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    PaladinGuy

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    Default Re: Ice Golem

    Quote Originally Posted by RavenJovan View Post
    Cold Aura: Any creature that begins its turn within 20 feet of the golem takes 6 (2d6) points of cold damage.

    Ice Shards: As an action, an ice golem can generate a spray of deadly ice shards from its body, dealing 6 (2d6) points of piercing damage and 3 (1d6) points of cold damage to all creatures within 10 feet. In addition, living creatures must succeed on a DC 17 Constitution saving throw or be blinded for 1d4 rounds.
    I would say both of these should allow a save for half damage instead of just straight up dealing damage with no chance to avoid it.
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    DruidGirl

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    Default Re: Ice Golem

    Quote Originally Posted by Oramac View Post
    I would say both of these should allow a save for half damage instead of just straight up dealing damage with no chance to avoid it.
    I had that at first but was told to take it away and add damage to make the CR the way I wanted.
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    DruidGirl

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    Default Re: Ice Golem

    And now that I think about it I have to think up of the Golem Manuel version for it as well How could I have forgotten!?
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    Ninja_Prawn's Avatar

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    Default Re: Ice Golem

    Quote Originally Posted by RavenJovan View Post
    I had that at first but was told to take it away and add damage to make the CR the way I wanted.
    (That was me).

    Damage auras typically don't offer a save, but the attack should. I didn't notice that it was auto-hit before... probably because of the save vs. blindness. Definitely add in a Dex save for half damage.
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    Troll in the Playground
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    Default Re: Ice Golem

    For no particular reason:

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    Last edited by Leewei; 2016-03-11 at 03:39 PM.

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    DruidGirl

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    Default Re: Ice Golem

    Quote Originally Posted by Ninja_Prawn View Post
    add in a Dex save for half damage.
    KK two saves for one attack coming right up
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    MindFlayer

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    Default Re: Ice Golem

    As currently written, the absorption only works if you're hit by cold and lightning simultaneously. The trigger is taking cold damage, but you heal equal to the lighting damage dealt. AFAIK, nothing in the game does those two simultaneously, so it's just immune to cold

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    DruidGirl

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    Default Re: Ice Golem

    Quote Originally Posted by PotatoGolem View Post
    As currently written, the absorption only works if you're hit by cold and lightning simultaneously. The trigger is taking cold damage, but you heal equal to the lighting damage dealt. AFAIK, nothing in the game does those two simultaneously, so it's just immune to cold
    -_- you could have just said I had a typo...
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    MindFlayer

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    Default Re: Ice Golem

    Sorry! From your reply earlier I thought you wanted it to do something with lightning as well. Something like for x rounds after taking cold damage, absorption from lightning. Makes some sense- from my limited understanding, cold improves conductivity.

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