Clay Golem: Difference between revisions
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shooters to use any of their other special abilities at range, even if they are | |||
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sneaks to initiate a stealth stance even while observed (hide in plain sight). | |||
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Revision as of 13:42, 4 February 2021
Clay Golem (CR 10)
Neutral - Large - Construct |
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Lore: | Know (Arcana) | ||
18 | 34 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
28 | +18 |
Passive | Active |
Ambush: |
12+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 20 ft.
Defense
AC |
Man Def |
Monster Health | ||
210 | 105 | 16 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +12 |
Refl: | +7 |
Will: | +7 |
Strong Against:
- DR 16/Common (Bludgeoning, Crushing, Piercing, Slashing, Slime), pierced by Adamantine weapons and/or Bludgeoning weapons
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- (Construct 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Construct 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Construct 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Construct 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
- Spell Immunity (see below)
Weak Against:
- :*Can be healed by the application of acid damage (see below)
Offense
Standard Attack (Melee):
- 1x Clay Slam +16 (2d8+10/19-20 x2)
as bludgeoning (physical, common)
plus: Cursed Wound
Full Attack (Melee):
- 3x Clay Slam +16 (2d8+10/19-20 x2)
as bludgeoning (physical, common)
plus: Cursed Wound
Standard Attack (Ranged):
- 1x Clay Glob +16 (2d8+10/19-20 x2)
as bludgeoning (physical, common)
(Increment: 20 ft.; Max Range: 60 ft.)
plus: Cursed Wound
Full Attack (Ranged):
- 3x Clay Glob +16 (2d8+10/19-20 x2)
as bludgeoning (physical, common)
(Increment: 20 ft.; Max Range: 60 ft.)
plus: Cursed Wound
Siege Damage:
- 1x Clay Slam +16 (1d6)
Statistics
25 |
STR |
10 |
DEX |
— |
CON |
— |
INT |
11 |
WIS |
1 |
CHA |
Skills:
- Perception: 18
- All other skills: 11 (no ranks)
Languages: (they can understand the language of their creator or owner, but cannot speak it)
Special Abilities
Tar Baby (Su) |
Any creature which makes a melee attack against the clay golem becomes Immobilized (no save). If the clay golem moves away from the creature, this status immediately ends. |
Immunity to Magic (Ex) |
Golems have spell resistance. In order to affect them with a spell or spell-like ability, the caster must first make a Caster Check versus the golem's Maneuver Defense value (28). If the check is successful, the spell or spell-like ability is resolved as normal. If the caster check fails, the spell is cast, but does not affect the golem in any way.
|
Mudskip (Su) |
In any even-numbered round of combat, as a move action, the clay golem can slide up to 50 feet (10 squares) any direction. If it passes through any squares occupied by creatures, those creatures take 2d8+10 points of bludgeoning (physical, common) damage and must make a Reflex save, DC 20, or become Immobilized until the end of their next turn as they are glued in place by a heavy coating of thick clay. This ability cannot be used to pass through a wall or other obstacle which blocks a square completely. The golem can choose any path it likes, as long as it doesn't double-back over any squares it has already passed through. Note that clay golems are size large, and occupy a 10' square area, so the chosen path must also be 10' wide at all points.
|
Cursed Wound (Su) |
Each time a creature is struck by a clay golem, it gains the Bruised condition (no save). Note that the bruised condition cannot stack with itself. |
Clay Golem
Golems are inanimate humanoid-shaped constructs which have been imbued with a limited lifeforce and a rudimentary intelligence. They are totally loyal to their creators, or in some cases, the bearer of their key. Not all golems are created with control keys, but those that are have a transferable loyalty.
- A golem's intelligence is just sufficient enough to take simple commands and carry them out. Golems can take minor initiative if it fits solidly within their current set of commands. For example, golems will not attack someone who is accompanying their master, even if those people are not explicitly allowed to pass by the golem. They are also capable of understanding emotional reactions in others, particularly their master, which means that if the people accompanying the golem's master are causing the master to be fearful, the golem might recognize that and act upon it differently than if the master is unstressed. Golems can operate upon multiple orders at the same time as long as the orders don't contradict each other (in that case, the golem will give the most recent command priority over the older one).
- Golems are nearly always created to serve as a guardian to the arcanists or dweomersmiths who created them. Golems are mighty, physically threatening beasts, who are also highly resistant to magical attacks. While certainly not perfect guardians, they tend to scare away all but the most determined of aggressors.
- Clay golems are large, man-shaped beings of soft clay. They wear no clothing and are anatomically neuter, their features shifting slowly over time. Their faces are gross deformities, usually featuring a prominent mouth. While they appear slow-moving, they can move quickly when necessary. Where most golems bear sigils and markings indicating their arcane nature, clay golems bear no such marks, as those present at their creation have been melted into the flesh of the golem. Being the most primitive of the golems, clay golems are animated using a process similar to the creation of homonculi, namely by imbuing them with various bodily fluids of their creator. This creation process typically leaves the creator exhausted and spent for as long as a week.
Combat Tactics
Clay golems are guardians, so they are usually standing stationary guard at some chokepoint, like the door to a laboratory.
- Clay golems will follow their master's instructions, which are nearly always "don't let anyone into this room, and kill anyone who tries to get by you." They can also be told to follow additional commands, such as activating a nearby alarm or trap if the creator is particularly clever (this is usually a standard action). GM's with a devious bent are encouraged to write down secret instructions and then let the players try to figure them out with skill rolls...if you like that sort of thing.
- Clay golems don't really need tactics. They're extremely durable (strong SR, and DR 10 that requires an adamantine bludgeoning weapon to bypass).
- They have reach, and their slam attacks cause the bruised condition without a save.
- They will use their mudskip ability during the 2nd and 4th rounds to hit as many opponents as they can, but with little regard for choosing one creature over another. They are nearly mindless and can't really single out a ranged attacker over a heavily-armored tank.
Out of Combat
Clay Golems do nothing out of combat, unless ordered by their creator or master. That said, they can perform surprisingly well if closely supervised, so it is possible to see them doing heavy labor, with a bored serf telling it what to do over and over again in a bored tone of voice.
- Unless it gets confused. Then things can get interesting quickly....
Rewards
XP: 9,600
Treasure: Sellable Goods worth 6,875 gp.
- Weight: 100 lbs. Volume: 4 cu. ft.
- A slain clay golem contains several gems and bits of dweomermetals in its "flesh", which can be sold for 5,000 gp. Unlike normal sellable goods, this treasure weighs a pound and occupies negligable space.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
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1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
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1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |