Diamond Golem
Simple Monster, XP 10400
Level 26 (+9)
"Dominion, Immunity, Perfection."
——The magical runes placed on a Diamond Golem to seal its spells of creation
The Diamond Golem is nearly translucent and far lighter than traditional golems, its expensive diamond body providing it a greater amount of alacrity than golems made from cheaper materials such as iron or clay. These constructs are made by lawful beings and infused with the ability to turn intruders into diamond with entaxic rays of energy emitted from their chests. Unlike other golems, these beings attack quickly, rapidly thrashing intruders with blindingly fast swings of their uncompromising diamond limbs. They stand at roughly 9-10 feet and weigh around 2,000 lbs. While being smaller and lighter than an most golems, they are far stronger, tougher, and quicker. The only weaknesses they have in comparison are a vulnerability to sonic and magical annihilation damage, both of which can destabilize their construction. These beings are mostly crafted in service to beings of great power such as angels, demigods, and exceptionally skilled mortal spellcasters, although the last case is rare. The components, time, and energy required to build an almost impervious defender of this kind are usually beyond a single mortal’s means.
Awareness
27
Senses
Blindsense, Darkvision
Initiative
21/1d10
Hitpoints: 708
Healing Value: 141
Resilience: +7
Morale
3
AC
29/42
|
Touch
24
|
Fort
29
|
Reflex
25
|
Will
22
|
Defenses
Resistances: Non-Magic Weapons (Imm), Magic Weapons (50%/overcome by Adamantine), Cold (50%), Caustic (Imm), Fire (50%), Lightning (50%), Poison (Imm), Necrotic (Imm), Radiant (Imm), All Alignment (Imm). Immune to Mind-Affecting, Morale effects, Death, Disease, Energy Damage, Sleep, Paralysis, Sickened or Nauseated. Daze Resist (4). Magic Immunity*
Vulnerabilities: Sonic (1.5x)
Defensive Actions
Magic Immunity
The Golem is immune to all Magical Effects, except those that deal Sonic or Annihilation Damage. (Ultimate)
Attributes / Saving Throws (1 AP)
STR
40 / 49
|
DEX
14 / 23
|
CON
26 / 35
|
INT
10 / 10
|
WIS
14 / 14
|
CHA
14 / 14
|
REC 5
Actions (+3 AP)
Standard Attacks (2 AP)
+23 vs AC (ArN 6)
Slam
3d12+30 damage
Melee Reach 10ft
3d12+30 damage
Grapple +26
Special Attacks (3 AP)
Triple Slam
Make three Slam Attacks, on the same or different creatures. (Advanced)
+18 vs Reflex
Crystallizing Ray
Targets one creature within 50ft. On a hit, the target suffers 3d6+60 Entaxic damage and make a secondary attack, +20 vs Fortitude. On a hit, the target is turning to crystal (i.e. Petrifying) [SE, ST 5d10 vs CON]. If the target does not save within 20 segments, it becomes crystalline (i.e Petrified). (Legendary)
Move (1 AP), Double Move (3 AP)
Shift (Flying Shift)
5 ft
|
Skirmish
30 ft
|
Sprint
50 ft
|
Fly (Hover)
30 ft
|
Overland Movement
30 mi/day
Qualities
- Resistances: Resistant to Cold, Caustic, Fire, and Lightning. (inc)
- Mindless: Immune to Psychic Damage and abilities with the Mind-Affecting keyword and Morale Effects. Also, do not suffer Intelligence penalty to Initiative, Awareness, or Sensory Skills. (inc)
- Construct: Immune to Necrotic, Radiant, and All Alignment Damage (i.e. Holy, Vile, Entaxic, Entropic). Additionally, Immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sickened or Nauseated, Sleep, and Energy Damage. Additionally, gain Daze Resistance equal to [½ Physical Rank]. (inc)
- Natural Armor: AC +5/+18, Ref +2 (inc)
Skills: Rank 7 Balance [+19], Rank 6 Climb [+23], Rank 2 Escape [+5], Rank 6 Jump [+20], Rank 8 Stealth [+12], Rank 3 Tumble [+8], Rank 9 Listen [+24], Rank 7 Spot [+15]
Feats: None
Philosophies: Rank 0 Mental, Rank 9 Physical
Combat Training: Cast 7, Melee 7, Parry 4, Fort 3, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
-
|
Coercion
-
|
Deception
-
|
Manipulation
-
|
Persuasion
-
|
Aloofness
-
|
Bravery
-
|
Intuition
-
|
Tolerance
-
|
Suspicion
-
|
Social
Composure: -
Languages: None
Motives:
Prejudices: