Adamantine Golem, Variant (3.5e Creature)

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Adamantine Golem
8-xl.jpg
by jason chan
Size/Type: Huge Construct
Hit Dice: 54d10+40 (337 hp)
Initiative: -2
Speed: 20ft (4 squares)
Armor Class: 41(-2 size, -2 dex, +45 natural), touch 6, flat-footed 41
Base Attack/Grapple: +38/+61
Attack: Slam +53 melee (4d8+15)
Full Attack: 2 Slams +53 melee (4d8+15)
Space/Reach: 15ft/15ft
Special Attacks: Breath Weapon, Death Throes
Special Qualities: Construct Traits, damage reduction 18/-, darkvision 60ft, immunity to magic, low-light vision, immunity to rust attacks
Saves: Fort +18, Ref +16, Will +18
Abilities: Str 41, Dex 7, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary, Pair, or Sentinal(8-12)
Challenge Rating: 28
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: -


This metallic automaton is three times the height of a normal human and resembles a dark green armored giant.

This golem has a roughly humanoid body made entirely from adamantine

An adamantine golem can be fashioned only by exceptionally skilled craftsmen or advanced spellcasters and almost always have armor relating to something of its creator Its features are much smoother than a stone golem's and much more regal looking.

Adamantine golems rarely carry any weapons due to the large cost incurred in its construction

An adamntine golem is about 18 feet tall and weighs about 7,500 pounds.

An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a heavy and calculated step that causes a tremble with each step unless it is on a sturdy, metallic foundation.

Combat[edit]

Adamantine golems are the mightiest of combatants for they strike with deadly accuracy and god-like force. Their bodies seem nothing short of invulnerable and even rust monsters cannot affect an adamantine golem.

Breath Weapon(Su): 15ft cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+2 rounds; initial damage 1d6 Con, secondary damage 4d4 Con, Fortitude DC 31 negates. The save DC is Constitution-based.

Immunity to Magic(Ex): An adamantine golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows an adamantine golem (as the slow spell) for three rounds with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an adamantine golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An adamantine golem gets no saving throw against fire effects.

Immunity to Rust Attacks(Ex): An adamantine golem is immune to any rust-causing effect such as that from a rusting grasp spell or the rust attack of a rust monster.

Death Throes(Ex): When killed, an adamantine golem collapses in on itself and then explodes, much like a collapsing star. This explosion deals 100 points of sonic damage and 10d10 points of bludgeoning damage to everything within 100ft (Reflex half DC 31). The save DC is Constitution-based.

Construction[edit]

An adamantine golem's body is constructed from 7,500 pounds of pure adamantine, smelted with magical enchanted rare tinctures and admixtures costing at least 100,000 gp. Assembling the body requires a DC 30 Craft(Armorsmithing) check or DC 30 Craft(Weaponsmithing) check.

CL 17th; Craft Construct (See page 303, MM v3.5), Cloudkill, Dominate Monster, Permanency, Soulbind, Wish, caster must be at least 17th level; Price 38,095,000 gp; Cost 12,600,000 gp + 16,200 XP.



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