Iron Golem
Simple Monster, XP 3600
Level 18 (+7)
"Now this one ...will withstand the test of time. I’d say it would outlive me, but I have a lot of enemies in high places, and well, I’m not really alive anyways!"
——Tsarno of Regicide, the Mad Lich
The Iron Golem appears as a heavily armored, large humanoid, but with no flesh underneath the armor. They are around 12 feet in height and weigh about 5,000 lbs. They are made of magically tempered iron that is impervious to most forms of damage. An Iron Golem will batter intruders with its thick, heavy metal limbs until they stop moving, and will also release a draining acidic cloud from vents in its faceplate to soften more resilient targets. Like most Golems, the Iron Golem is immune to most forms of magic but affected by lightning and rust magics. The former temporarily shorts out the Golem’s ability to process its surroundings, while the latter will simply degrade its body. If attacked with fire, the construct will disperse the heat to immediately reforge its body, much to the detriment of its enemies. It is heavily plated and difficult to harm with conventional weaponry, but it is also very slow and can eventually be worn down by a resourceful group of heroes.
Awareness
27
Senses
Darkvision
Initiative
16/1d10
Hitpoints: 266
Healing Value: 53
Resilience: +4
Morale
2
AC
26/37
|
Touch
21
|
Fort
26
|
Reflex
22
|
Will
21
|
Defenses
Resistances: Weapon (15/Adamantine), MR (Imm.), Poison (Imm.), Immune to Disease, Paralysis, Mind-Affecting, Sleep, Sickened, Nauseated, Death Effects, and Energy Damage. Daze Resist (3).
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
35 / 42
|
DEX
9 / 16
|
CON
17 / 24
|
INT
8 / 8
|
WIS
13 / 13
|
CHA
8 / 8
|
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+20 vs AC (ArN 6)
Smash [Opportunity]
2d12+24 Bludgeoning damage
Melee Reach 10ft
Heavy Hit
Make a Smash attack on one creature. On a hit, deal +1d12 damage and targets of large size or smaller are knocked Prone. (Basic)
2d12+24 Bludgeoning damage
Grapple +22
Special Attacks (3 AP)
Double Smash
Make two Smash attacks, on the same or different targets. (Advanced)
Brutal Swing
Make a Smash attack on all targets within reach. On a hit, deal +3d12 damage and targets are Dazed 1d6 segments. On a miss, deal half damage on a miss. (Advanced)
Immediate Actions
Debilitating Breath [Group]
Limit 1 per combat
Target all creatures within 20ft of a Golem, +18 vs Fortitude. On a hit, target suffers Caustic Damage equal to its [2 x Healing Value] and 1d6 Stamina Damage. Additionally, the target suffers ongoing 1d6 Stamina Damage [SE, ST 4d10 vs CON]. On a miss, targets suffer Caustic damage equal to its Healing Value. Creatures who do not breath or are immune to Poisons are not affected. (Legendary)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
50 ft
|
Overland Movement
30 mi/day
Qualities
- Magic Immunity: The Golem is immune to all Magical Effects, except for the following effects:
- Lightning Damage: Dazes the Golem for 1d6 segments. This is not subject to Daze Resistance.
- Fire Damage: The Golem regains 1/4 of the damage dealt in hitpoints.
- Rust Effects: Function normally.
Skills: Rank 6 Balance [+14], Rank 5 Climb [+18], Rank 3 Escape [+5], Rank 5 Jump [+16], Rank 2 Stealth [-2], Rank 8 Listen [+17], Rank 8 Spot [+17]
Feats: None
Philosophies: Rank 0 Mental, Rank 7 Physical
Combat Training: Cast 5, Melee 5, Parry 4, Fort 3, Reflex 2, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
-
|
Coercion
-
|
Deception
-
|
Manipulation
-
|
Persuasion
-
|
Aloofness
-
|
Bravery
-
|
Intuition
-
|
Tolerance
-
|
Suspicion
-
|
Social
Composure: -
Languages: None
Motives: Fulfill Creator's Will
Prejudices: