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King of Nowhere
2018-10-29, 10:39 AM
Golems can be nice, and they fit very well a world with a bit of steampunk component, as they are basically robots. But they are dumb opponents; they are tough and hit hard, but can't do anything more. A fly spell will bypass them most times. Even supposedly epic level golems do nothing more interesting than that. I've been devising some golems that have alternative functions

Platinum/iridium golem
The platinum and iridium golems are made to mimic a divine and arcane spellcaster respectively. While the golems are not exactly capable of spellcasting, they act as a sort of battery, storing spells that they can later copy with their own power source.


large construct
Hit dice: 25d10+30 (167 hp)
Initiative: 0
Speed: 9 meters
Armor class: 33 (+24 natural, -1 size)
BAB/grapple: +18/+32
Attack: slam +27 melee (2d10+10)
Full attack: 2 slams +27 melee (2d10+10)
Space/reach: 3 m/3m
special attacks:
Special qualities: construct traits, spell imprint (divine), damage reduction 15/adamantine, immunity to magic, immunity to all elements, darkvision 21 meters
Saves: fort +8 ref +8 will +8
Abilities: STR 30 DEX 11 CON / INT / WIS 11 CHA 1
Skills: /
Feats: /
Environment: any
Organization: any
Challenge rating: 20
Treasure: the body of a platinum golem is worth about 1.5 millions gp in platinum
Alignment: always neutral
Advancement: doesn't make much sense to advance it, as it's onlly useful for its spell imprint
Level adjustment:
spell imprint - divine (ex): A platinum golem works somewhat like a giant item of spell storing. Upwards to 70 levels of divine spells can be imprinted on it; imprinting a spell requires a divine spellcaster capable of casting the spell. Imprinted spells can be removed to make room for new ones. The golem can cast any spell it has imprinted on it as if it were a 20th level favored soul, with an equal amount of maximum spell slots. Treat it as having a +8 to the relevant casting stat for any purpose related to spellcasting.
A platinum golem does not recover its spells daily; rather, the golem recovers one level of spells every hour (so it takes one hour to recover a single 1st level spell, or 9 hours for a single 9th level spell). Divine spells may be cast on it to instantly recover that many levels of spells.
Spells with metamagic modifications can be stored, but the increased level counts towards the 70 spell levels. Material components and focuses must be included in the golem's component pouch. If a spell has an XP cost, the golem uses instead an additional material component of 20 gp of diamonds for every XP. A platinum golem automatically succeeds any concentration check
Immunity to magic (ex): A platinum 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 platinum golem is affected normally by its own spells. It is still not affected by spells of other platinum golems.
The spell 'poison' slows a platinum golem for 1d4+1 rounds. [platinum makes an undesirable alloy with arsenic]
Casting a fire spell and then an acid spell on a platinum golem in the same round deals 1d6 damage per spell level of both spells. [platinum is impervious to acids at room temperature, but hot acids can corrode it]



large construct
Hit dice: 25d10+30 (167 hp)
Initiative: 0
Speed: 9 meters
Armor class: 33 (+24 natural, -1 size)
BAB/grapple: +18/+32
Attack: slam +27 melee (2d10+10)
Full attack: 2 slams +27 melee (2d10+10)
Space/reach: 3 m/3m
special attacks:
Special qualities: construct traits, spell imprint (divine), damage reduction 15/adamantine, immunity to magic, immunity to all elements, darkvision 21 meters
Saves: fort +8 ref +8 will +8
Abilities: STR 30 DEX 11 CON / INT / WIS 11 CHA 1
Skills: /
Feats: /
Environment: any
Organization: any
Challenge rating: 20
Treasure: its body is probably worth as much as a platinum golem
Alignment: always neutral
Advancement: doesn't make much sense to advance it, as it's only useful for its spell imprint
Level adjustment:
spell imprint (arcane): An iridium golem works somewhat like a giant item of spell storing. Upwards to 70 levels of arcane spells can be imprinted on it; imprinting a spell requires an arcane spellcaster capable of casting the spell. Imprinted spells can be removed to make room for new ones. The golem can cast any spell it has imprinted on it as if it were a 20th level sorceror, with an equal amount of daily spell slots. Treat it as having a +8 to the relevant casting stat for any purpose related to spellcasting.
An iridium golem does not recover its spells daily; rather, the golem recovers one level of spells every hour (so it takes one hour to recover a single 1st level spell, or 9 hours for a single 9th level spell). Arcane spells may be cast on it to instantly recover that many levels of spells.
Spells with metamagic modifications can be stored, but the increased level counts towards the 70 spell levels. Material components and focuses must be included in the golem's component pouch. If a spell has an XP cost, the golem uses instead an additional material component of 20 gp of diamonds for every XP. An iridium golem automatically succeeds any concentration check
Immunity to magic (ex): A platinum 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.
An iridium golem is affected normally by its own spells. It is still not affected by spells of other iridium golems.
Reverse gravity slows an iridium golem as long as it remains in the affected area. A meteor swarm spell affects it normally and slows it for 1d4+1 rounds.
Casting a fire spell and then an acid spell on an iridium golem in the same round deals 1d6 damage per spell level of both spells.



gold golem
gold is noble and malleable. It is frail if used to make a chain, but it can be hammered in a very thin foil and it won't break. The noble metal can best imprint the noble soul of a monk, and it imprints very well with monk abilities. Needless to say, its fists are devastating, and while the machine is not sentient, it has an uncanny ability to use skills that are normally only associated with training. This eventually led to the breakthrough of the diamond golem.
Golem owners appreciated especially their ease of repair.
large construct
Hit dice: 27d10+30 (179 hp)
Initiative: +6
Speed: 27 meters
Armor class: 45 (+15 natural, +6 dex, +6 wisdom, +4 monk ability, +5 ductility, -1 size)
BAB/grapple: +20/+37
Attack: slam +29 melee (8d10+13)
Full attack: 5 slams +32/+32/+32/+27/+22 melee (8d10+13)
Space/reach: 3 m/3m
special attacks: greater flurry of blows, ki stike (epic, lawful, adamantine), quivering palm
Special qualities: construct traits, damage reduction 15/adamantine, improved evasion, abundant step, slow fall (any distance), ductility, immunity to magic, air walk, immunity to all elements, acqua regia, darkvision 21 meters
Saves: fort +9 ref +15 will +15
Abilities: STR 37 DEX 22 CON / INT / WIS 23 CHA 1
Skills: /
Feats: stunning fist, combat reflexes
Environment: any
Organization: any
Challenge rating: 20
Treasure: the body of a gold golem is made of approximately 7.5 tonnes of pure gold, worth 750000 gp.
Alignment: always neutral
Advancement: 28-30 hd (large); 31-50 hd (huge)
Level adjustment: N/A
monk abilities: greater flurry of blows, ki strike, improved evasion, abundant step, slow fall, quivering palm all work as the same monk skills, used by a 20th level monk, using the wisdom score of the monk where necessary.
ductility (ex): the golem can reshape its body to avoid hits, repair damage, or squeeze through small holes. It can even restore itself after it is destroyed. It gains a +5 dodge to AC, heals 20 hit points per round, and can fit through any hole where an hair could fit, although squeezing through takes more time the smaller the opening is (as a rule of thumb, it takes the golem a full round to squeeze through a medium opening, two rounds for a small one, four rounds for a tiny opening, and so on). If the golem is destroyed, it will start to put itself back together - eventually reforming a smaller golem with less hit dice if some parts were missing. Cutting the body in many pieces and spreading them will prevent it from reforming as long as the pieces remain separated, but the only known way to permanently kill a gold golem is a miracle or wish spell.
Immunity to magic (ex): A gold 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.
Chill metal gives the golem a -4 penalty to STR and DEX (no saving throw).
All the spells of the bigsby's hand line works normally.
air walk (su): a gold golem can walk over air as if affected by the spell of the same name, of permanent duration and that cannot be dispelled
acqua regia: a gold golem is normally resistant to acid, but if two different acid effects hit the golem in the same round, both deal 50% of their normal damage. Acid grenades can be manufactured that would be harmful to the golem, though the normal ones are not. [I][gold is impervious to any one acid, but it is corroded by acqua regia, which is a mixture of nitric and hydrocloric acid]



diamond golem
The diamond golem has the shape of a man made entirely of diamonds, wielding a katana also made of diamonds. The details are crafted exquisitely, but the face does not move; the katana is attached to the hand, and cannot be removed without destroying the golem first. When the construct does not shimmer, it is transparent to the point of being difficult to see; when it fully gleams, it is a shining, blinding beacon of light. Only one of those automatons has ever been created; according to the legend, the wizard Jarraed, the greatest golem-maker who ever lived, sunk his whole fortune to make this masterpiece, then he went depressed and crazy over the realization that he would never, ever be able to make something as beautiful. The tale may be fanciful, but what is certain is that even after centuries his creation is unmatched.
In combat, the golem wields its katana with superhuman strength and speed; but unlike other golems who rely solely on brute force, the diamond golem has the grace and skill of a master swordsman, as its creator hired one for years to improve the golem's combat programming. It also has the ability to manipulate the light that refracts through its body, shooting beams of light or exploding with a burst of light. It is nigh impossible to hurt with weapons, and only the combined effect of many master wizards can bypass its spell shield.
[this is a possible final campaign boss for my 20th level/low epic campaign. I wanted to make something that didn't have an impressive amount of hit points or damage rolls, but that would combine so many special capacities that it would become almost impossible to hurt]
medium construct
Hit Dice: 30d10 + 20 (185 hp)
Initiative: +21 (+7 dex, +4 improved initiative, +10 insight)
Speed: 21 meters (70 feet) per round
Armor Class: 57 (+7 dex, +25 natural, +10 insight, +4 dodge, +1 weapon supremacy), touch 32, flat-footed 35
BAB/Grapple: +22/+38
Attack: diamond katana +46 (critical 16-20 * 2) (1d10+33), or diamond slam +43
Full Attack: diamond katana +48/+43/+38/+33/+28 (critical 16-20 * 2), (+22 BAB, +12 STR, +5 weapon enhancement, +1 supermasterwork enhancement, +2 (greater) weapon focus, +2 slashing weapon mastery, +4 speed) (1d10+35) (+18 str(double handed), +5 weapon enhancement, +1 supermasterwork enhancement, +4 (greater) weapon specialization, +2 slashing weapon mastery, +5 slashing (weapon bonus)) or 2 diamond slams +43 (1d8 + 17)
Space/Reach: 1.5 m/1.5 m (5 ft/5ft)
Special Attacks: diamond katana, diamond blade, sunbeam, sunburst, mutilate, cut the weave
Special Qualities: construct traits, transparency, hardest material, damage reduction 30/+5 and adamantine, piercing sight, immunity to magic, immunity to acid, cold and electricity, fire resistance 50, sonic resistance 50/magic, sonic resistance 10, greater magic shield, greater cohesion, flawless programming, danger precognition, lightning speed, greater combat reflexes, super speed, integrity, air walk, existing in multiple realities
Saves: fort +24 ref +30 will +28
Abilities: STR 35 DEX 25 CON - INT - WIS 19 CHA 19
Skills: spot +37, listen +37, jump +45
Feats: weapon proficiency, weapon focus, greater weapon focus, weapon specialization, greater weapon specialization, improved critical strike, slashing weapon mastery, weapon supremacy (all applied to the katana), power attack, cleave, great cleave, dodge, mobility, combat finesse, improved trip, improved grapple, whirlwind attack, combat reflexes, improved initiative, deflect arrows (can use the katana to deflect, and every deflection attempt counts as an attack of opportunity)
Environment: /
Organization: boss encounter
Challenge Rating: 30? [I'm no expert of epic monsters, just wildly extrapolating from tarrasque and wyrm dragons]
Treasure: after the golem is destroyed, its shattered body is worth (13+2d6)*100000 gp. The diamond katana can be recovered (see description).
Alignment: always true neutral (mindless)
Advancement: 31-60 hd (large), 61-90 hd (huge)
Level Adjustment: /
diamond katana: the diamond golem is armed with a diamond katana. It is attached to its right hand, so the golem cannot be disarmed, while the left hand is free to shift its grip. It counts as a +5 adamantine +1 supermasterwork [an homebrewed ability I use; basically, it's a masterwork bonus that stacks with magic enhancement] bastard sword with a +1 critical range (cumulative with improved critical), deals +5 slicing damage, and it has the diamond blade and mutilate abilities (see below). It counts as both epic and adamantine for the purpose of overcoming damage reduction. It ignores the first 10 points of hardness when trying to damage an object, in addition to every other hardness-bypassing properties that it may gain from its epic adamantine status. Inside an antimagic field, it loses the +5 enhancement bonus, but it retains all other abilities (though mutilate suffers a -10 to the DC of the saving throw). If the golem is destroyed, the diamond katana can be recovered, and it retains those special attacks; the other special attacks of the golems instead cannot be used by the sword alone.
diamond blade: The diamond katana ignores the first 2 points of bonus AC caused by armor, shield, or natural (cumulative). On a successful hit, it damages the armor or shield or natural armor (roll at random to determine which); an armor/shield damaged this way gives a AC bonus lowered by -2. If the total AC bonus of the object is brought to 0 that way, the object is broken. A force effect like a mage's armor is immune to being damaged this way, but it is still partially bypassed.
mutilate: on a confirmed critical strike by the diamond katana, the target has to make a saving throw (DC=10 + one/quarter of damage taken) or lose a limb. For a humanoid shape, the lost limb can be determined by rolling a 6-sided dice (1, 2 a leg, 3, 4 an arm, 5 decapitation, 6 bisection (+10 to saving throw in that case)). Creatures immune to critical strikes could still be vulnerable to this effect if they have a recognizable morphology; for example, a zombie or a golem can still be decapitated or mutilated, though it would affect them differently from how it would affect a living creature. [this is my version of the vorpal ability, since I never liked how that one worked by RAW]
cut the weave (su): the diamond golem can attune its diamond katana to the weave and cut the very threads of magic that make up a spell. With a melee attack, it can dissolve any spell effect as if it had been dismissed by its caster. On permanent enchantments or enchanted items, this suppresses the enchantment for 2d4 rounds. Dissolving a spell like a wall of force or a zone of silence requires no attack roll, while disenchanting an item in the possession of a creature would require an attack roll to hit said item. The golem can only dispel an antimagic field if it stands outside of it when it starts swinging.
sunbeam (ex): as a standard action, the diamond golem can focus its glittering to shoot a single laser-like beam from its sword; it is a ranged touch attack with a range increment of 60 meters (200 feet) and it deals 20 d6 magic damage (no saving throw). The golem can use it once every round.
sunburst (spell-like): the diamond golem can explode with inner light, an effect equivalent to an empowered sunburst cast by a wizard of 24th level and centered on the golem itself (saving throw DC 32; the DC is based on the INT of the original creator). This ability can be used once per round.
hardest material (ex): the diamond golem is so hard that any weapon striking it is also damaged. Whenever the diamond golem is hit by a weapon, it only takes two thirds of the damage, while the other third is dealt to the weapon (before damage resistance is applied). If a natural weapon is used, that damage is dealt to the attacker. This damage is treated as epic and adamantine for overcoming weapon hardness. If the weapon takes at least one damage from this effect, it becomes dulled, receiving a -1 penalty (cumulative) to hit and damage, until the damage is repaired. This also applies to natural weapon (imagine a monk breaking his fist by striking the golem, and then being less effective until the broken hand is healed). When targeted by a vorpal or mutilate or any other slicing effect that could remove parts of its anatomy, the diamond golem is allowed a saving throw even if it normally wouldn't (FORT, DC=damage taken if the effect does not specify otherwise); on a successful saving throw, the golem resisted being sliced and the blade become dulled. In addition, every part of the golem's body counts as +5 epic adamantine for the purpose, for example, of using a slam attack.
Piercing sight (ex): the diamond golem has greater arcane sight, darkvision and true sight always active reaching as far as it can see. It gains a +20 to spot checks.
immunity to magic (ex): the diamond golem is immune to all magic with the following exceptions: disintegrate works, but deals one fourth of the damage it would deal normally. shatter works normally. Still, those effect are also blocked by greater magic shield (see below).
greater magic shield (su): the diamond golem is protected against all forms of magic by what is in effect an antimagic field starting a few centimeters from it. Every spell or supernatural ability directed at the diamond golem fizzles as if it entered an antimagic field. In order to affect the golem with any spell or spell-like ability, this shield must be temporarily disabled; casting disjunction disables this effect for 1d2 rounds. Wish or miracle disable it for 2d4 rounds. In both cases, dispelling the greater magic shield causes a recoil of dispelling; the caster is also subject to disjunction, as if it was turned back on him by a spell turning or similar effect
greater cohesion (ex): the diamond golem has extraordinary resistance to effects threatening its structural integrity; it receives a +15 to fortitude saving throws against effects that would break it or damage it [which, unless my wording is wrong, does include disintegrate and any effect that works on an inanimate object]. The diamond golem is also immune to being instantly destroyed by a mace of smiting or other similar effect, though a mace of smiting does retain the capacity to strike for critical damage against it.
flawless programming (ex): the diamond golem is animated by spells that are much harder to subvert compared to a normal golem. It receives a +15 to will saves, and it is not subject to a chance to go berserk like lesser golems.
danger precognition (su): the diamond golem has a measure of preception to feel dangers before they arrive. It gains a +10 insight bonus to initiative, AC and REF saving throws. It can perceive any creature hostile to it or its master within 100 meters, unless they are protected with mind blank or a similar spell. It is never flat-footed
lightning speed (ex): the diamond golem is under the effect of an empowered speed spell granting it the following bonuses: +4 speed bonus to hit rolls, +4 dodge bonus to AC, +4 bonus to reflexes saves, and the ability to make an extra standard action each round.
greater combat reflexes (ex): Whenever someone provokes an attack of opportunity from the diamond golem, the golem can choose to make two attacks of opportunity instead of only one; both attacks count towards its total amount of attacks of opportunity per round. The diamond golem can also make an attack of opportunity against maneuvers that would normally provoke an attack of opportunity but don't because of a specific feat or action applied to them (like defensively casting a spell or attempting a grab with improved grapple), but in this case it is limited to a single attack. Furthermore, the golem can take a five-foot step up to three times per round, and it can (among other uses) do it as a reaction to position itself for an attack of opportunity (if anyone does something that would provoke an attack of opportunity one step outside of the golem's reach, the golem can decide to make a 5-foot step and perform an attack of opportunity); also in this case there is a limitation of one attack of opportunity per provoking action.
super speed (sp): once every three rounds, as an immediate action, the diamond golem can further speed up itself, replicating the time stop spell for one round. It is still subject to the limitation that it cannot harm anyone else, and unlike a wizard it cannot summon allies or cast protective spells, but it can use it to dispel spells with cut the weave, to recover its greater spell shield, to position itself for a full attack, and to put itself on top of the initiative pile. Furthermore, the golem can activate this ability in response to any kind of attack, and in that case it will make any attack requiring an attack roll miss automatically (basically, it's like the golem suddenly acquired a +infinity dodge bonus); area effects like a dragon breath cannot be dodged this way, but the golem can use this free round to move away from the area of effect, avoiding all harm. Spells or abilities that target the golem and do not require an attack roll, such as targeting it with disjunction, cannot be avoided by the use of this ability.
integrity (sp): once per day, the diamond golem can heal itself by 20d10 damages as a standard action
air walk (su): the diamond golem can walk over air as if affected by the spell of the same name, of permanent duration and that cannot be dispelled
existing in multiple realities (su): the diamond golem can switch from the material to the ethereal plane once per round as a swift action

rferries
2018-11-01, 01:39 AM
1) I really like these concepts.

2) The formatting needs work, they're hard to read - especially because they have such complex abilities.

3) The statistics aren't in line with 3.5 (e.g. using metric rather than imperial for the units).

King of Nowhere
2018-11-01, 08:08 PM
1) I really like these concepts.

2) The formatting needs work, they're hard to read - especially because they have such complex abilities.

How would you go about formatting them better?

But anyway, you wouldn't want to see the formatting on the first stuff I posted. I already improved a lot.
And yes, the fact that they have a lot of abilities doesn't help, especially for the diamond golem.


3) The statistics aren't in line with 3.5 (e.g. using metric rather than imperial for the units).

All the world uses metrics, except for one single country. And even that country uses metric for science. Outside of the US, manuals are routinely converted in metrics. So i'd rather stick to metrics.

rferries
2018-11-02, 09:35 AM
How would you go about formatting them better?

But anyway, you wouldn't want to see the formatting on the first stuff I posted. I already improved a lot.
And yes, the fact that they have a lot of abilities doesn't help, especially for the diamond golem.

The best method would probably be to add some spacing, capitalisation, break up the text so it's less dense, and generally bring it in line with published minster entries. However don't worry too much, it' just homebrew after all. And I hear you, a lot of my stuff is wayyyy to wordy haha.


All the world uses metrics, except for one single country. And even that country uses metric for science. Outside of the US, manuals are routinely converted in metrics. So i'd rather stick to metrics.

Ayup, I'm Canadian myself and use metric :). However 3.5 still uses Imperial, so for ease of slotting homebrew into campaigns stuff should be in Imperial too. Again, this isn't super important though.