Makeshift Junk Golem
Makeshift Junk Golem (Threat; CR 2)
Neutral - Large - Construct |
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Lore: | Know (Arcana) | ||
6 | 21 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
14 | +4 |
Passive | Active |
Ambush: |
11+ |
on a d20 |
- Ambush Notes: Poor at ambushes
Senses:
- Standard Senses
- Echolocation 60 ft.
Defense
AC |
Man Def |
Monster Health | ||
123 | 61 | 3 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +6 |
Refl: | +0 |
Will: | +0 |
Strong Against:
- DR 3/Common (Bludgeoning, Crushing, Piercing, Slashing, Slime), bypassed by Adamantine weapons
- (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
- (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)
Offense
Standard Attack (Melee):
- 2x Patchwork Protuberance Punch +4 (1d8+3/19-20 x2)
as bludgeoning (physical, common)
Full Attack (Melee):
- 4x Patchwork Protuberance Punch +4 (1d8+3/19-20 x2)
as bludgeoning (physical, common)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
19 |
STR |
14 |
DEX |
22 |
CON |
— |
INT |
10 |
WIS |
4 |
CHA |
Feats:
- Unarmed Strike, Improved (EFFECT: Deal 1d6 base weapon damage with an unarmed strike)
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Caustic Cloud (Su) |
Once per round, as a swift action, the Junk Golem can belch out an acidic cloud in a 20-foot cone. Creatures in the area of effect must make a Fortitude save, DC 15 or suffer 1d6+1 points of acid damage and gain the Gagging condition. Those who succeed on the save suffer only half damage and are not Gagging. Creatures with the Gagging condition can immediately end the condition by moving out of the area of effect of the acidic cloud. The acidic cloud lingers until the start of the golem's next turn. Creatures moving into, or through, the area of the acidic cloud do not need to do anything to resist its effects. It is harmless to any non-gagging creature, except when the Golem expends a swift action to trigger it. |
Bladed Flail Belt (Ex) |
Wrapped tightly around the center of the golem is a rail-like contraption with four whip-like blades attached to it. When the golem moves, this belt rotates around the golem's waist quickly enough to force the whip-like blades to lash out at nearby targets. This appears to be a purely mechanical effect, powered by its movement. Any time the Junk Golem moves at least 10 feet from its starting space, it may make a melee attack against one foe it threatens at any point during its movement. This attack functions like Spring Attack, except that it is part of the same action the Golem used to move. Note that any movement, including forced movement, can trigger this ability.
|
Breakdown (Ex; Threat Role) |
The first time in an encounter that the Makeshift Junk Golem is reduced to zero or fewer hit points, it does not die. Instead, its body explodes violently, its parts shooting out in all directions across a 30-foot radius. All creatures caught in the blast suffer 1d8+2 points of physical damage and are knocked Prone, unless they succeed on a Reflex save, DC 15. Creatures that succeed on the save take only half damage and are instead Quelled. At the start of the golem's next turn, as a free action, its parts re-form in a space somewhere within the 40-foot radius in which it exploded, spontaneously pulling themselves back into a clunky, misshapen form. Upon doing so, the golem loses any conditions it was suffering under, and is immediately restored to half its health (62 hit points). It may then take the rest of its turn. |
Makeshift Junk Golem
This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.This monster frequently has the Threat role, but may be set to other roles if desired.This hodge-podge of junk has been cobbled together into a rudimentary golem. It stands 8 feet tall, and is only vaguely humanoid of form. Its composition varies widely, with the one unifying characteristic of all of its components being flimsy, broken junk. How this mish-mash collection of shattered barrels, frayed ropes, decaying leaves, severed goblin bits, dented shields, and broken weapons holds itself together is actually quite a mystery.
The golem shambles drunkenly when it moves, unable to force itself into a comfortable gait due to its uneven legs. Furthermore, pieces of the golem shift around as it moves. Watching it move leads one to conclude that this monster will likely fall apart in the near future, even if no one attacks it.
Close observation shows that numerous bits of its chest-area and upper legs are pitted and scored, as if by acid, and a large circular cavity is open in its chest. The golem smells terrible, since it contains elements of decaying organic matter in its build, but a faint whiff of acrid odor is mixed in, as well.
Combat Tactics
As a mindless creature, the golem will follow its programming unquestioningly. It will always move if it has fewer than 3 targets within its reach, triggering its Bladed Flail Belt ability along the way. In moving, it always seeks a position with the highest quantity of creatures it can reach. When moving, it will take attacks of opportunity without fear, relying on its Vaulting movement, Mobility feat, and its DR to help it survive. If it cannot end its movement in a space with at least 3 enemies within its reach, it will instead move toward the creature furthest away from it that has damaged it most recently. If there are at least 3 creatures within its reach before it moves (or within a 5-foot step), the golem will instead unleash a full attack action, distributing its attacks as evenly as possible among all creatures it can reach.
After it has moved and attacked, the golem will release its Caustic Cloud, aiming for the highest concentration of enemies that are NOT within its reach.
Out of Combat
Like most golems, when not in combat with enemies, it stands dormant and unmoving, waiting for its next fight. In the case of the makeshift junk golem, if it waits too long, it will likely fall apart before that next fight occurs.
Rewards
XP: 2,400 (Threat role included.)
Treasure: Sellable Goods worth 2,000 gp.
- Weight: 80 lbs. Volume: 3.2 cu. ft.
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 - 5 | Nothing Found |
6 - 10 | 1 Languid Remnant (tier 1) |
11 - 14 | 1 Pale Remnant (tier 2) |
15 - 17 | 1 Bright Remnant (tier 3) |
18 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 | 5 Languid Remnants (tier 1) |
2 - 5 | 5 Pale Remnants (tier 2) |
6 - 10 | 1 Intense Remnant (tier 4) |
11 - 14 | 1 Blazing Remnant (tier 5) |
15 - 17 | 1 Vital Remnant (tier 6) |
18 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 | 5 Bright Remnants (tier 3) |
2 | 5 Intense Remnants (tier 4) |
3 - 6 | 5 Blazing Remnants (tier 5) |
7 - 10 | 5 Vital Remnants (tier 6) |
11 - 14 | 1 Prime Remnant (tier 7) |
15 - 17 | 1 Mythic Remnant (tier 8) |
18 - 20 | 1 Empyrean Remnant (tier 9) |