Monday, January 3, 2011

General Rules: Monsters - Junk Golem

Junk Golem (adapted from Dragon Magazine #341)
Medium Construct

Hit Dice: 8d10+20 (64 hit points)
Initiative: -1
Speed: 20 feet (cannot run)
Armor Class: 17 (-1 Dexterity, +8 natural); touch 9, flat-footed 17
BAB/Grapple: +6/+10
Attack: Slam +10 melee (2d6+4, bludgeoning, 20 x2)
Full Attack: 2 slams +10 melee (2d6+4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Metal rot
Special Qualities: Construct, DR 5/bludgeoning, low-light vision, magic immunity, salvage, self-repair
Saves: Fortitude +2, Reflex +1, Will +2
Abilities: Str 18, Int -, Wis 11, Dex 8, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (3 - 4)
Challenge Rating: 5
Treasure: See below
Alignment: Always neutral
Advancement: 9 - 14 Hit Dice (Medium); 15 - 24 Hit Dice (Large)

Junk golems are constructed from the refuse of society and are often formed from the fractured remains of weapons or machinery. These automatons are favored creations of many gnomish or dwarven priests who worship Wünd or Hœnir and who do not want to see any ingenuity go to waste. Junk golems are able to find replacement pieces to repair damage to their bodies, but rumors tell of golems that have left their masters and wander the world, continually building onto their bodies and growing more massive in size.

Despite their rickety appearances, junk golems are particularly resilient to most physical damage. Because the parts of a junk golem tend to be hard but brittle, they are vulnerable to blunted weapons. When a junk golem is victorious in battle, it typically strips its opponents of items to repair itself. (see below).

Metal Rot (Su): Once every 1d4+1 rounds, as a free action, the junk golem can draw upon the corrosion, decay, and rust within its body to expel a cloud of metal-rotting orange gas into the air. This gas affects any metallic object within 5 feet of the creature and deals 1d6 points of damage to all items, ignoring hardness. Metal magic items do not receive saving throws, but any creature within this area may make a DC 14 Reflex saving throw to avoid the gas completely. This save DC is Constitution-based.

Magic Immunity (Ex): A junk golem is immune to all spells, spell-like abilities, and supernatural effects. In addition, certain spells and effect function differently as follows: Mending repairs 1 hit point of damage to the golem, while make whole repairs 3d6 hit points of damage. Junk golems are treated as a crystalline creature for the purposes of the shatter spell, which affects them normally.

Salvage (Ex): Although most of the individual items that make up a junk golem are worthless, a DC 15 Search check of the creature's remains reveal 1d6 mundane items that are still functional (roll on Table 3-8 on page 56 of the Dungeon Master's Guide).

Self Repair (Ex): Junk golems are able to retrieve discarded items and add them to their own form, replacing damaged components and reinforcing their bodies with new pieces of metal or wood. Generally, a wandering junk golem can use this ability to repair 1d6 hit points per hour, but in areas with large amounts of items (battle sites, scrap heaps, and so on), this ability may be used to repair 3d6 hit points per hour.

Construct: Junk golems are immune to mind-influencing effects, poison, paralysis, stunning, disease, death effects, and necromancy effects. Junk golems cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. Junk golems are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Junk golems are not at risk of death from massive damage but are immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a junk golem cannot be raised or resurrected.

To create a junk golem, the creator must build a body from various types of waste materials. While the material cost of these components is negligible, the resulting body is unstable and must be infused with magical energy to bind the individual pieces together. Building the body requires a DC 15 Craft: Armorsmithing or a DC 15 Craft: Weaponsmithing check. The creator of a junk golem must be at least 7th level and able to cast divine spells.

Caster Level: 7th; Prerequisites: Craft Construct, make whole, magical vestment, locate object; Market Price: 9,000 shillings; Cost to Create: 4,500 shillings and 360 experience points.

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