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Canonfire :: View topic - Th Terrible Iron Golem for Epic D&D GH 3.5
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Th Terrible Iron Golem for Epic D&D GH 3.5
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Mad Archmage of the Oerth Journal

Joined: Dec 09, 2002
Posts: 342
From: Ohio

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Tue Apr 05, 2005 9:32 pm  
Th Terrible Iron Golem for Epic D&D GH 3.5

The Terrible Iron Golem: CR 22; Huge Construct ; HD 36d10 (Construct) ; hp 336; Init +10; Spd 20; AC:47 (Flatfooted:41 Touch:14); Atk +43 base melee, +31 base ranged; +43 (4d8+18, 2 Slam); +44/+44 (3d6+23, +5 Longsword; 1d6+14, +5 Whip); SA: Breath Weapon (Su) , Breath Weapon DC: 25, Breath Weapon Type: 10 ft. Cloud of Poisonous Gas ; SQ: Semi-sentience, Immunity to Magic (Ex), Racial Traits: Damage Reduction (Su): 15/Adamantine, Darkvision (Ex): 60 ft., Low-light Vision (Ex), Construct Traits; AL N; SV Fort +6, Ref +12, Will +8; STR 46, DEX 22, CON --, INT --, WIS 15, CHA 4.

Skills: Jump +13, Listen +21, Spot +21.

Feats: Cleave, Exotic Weapon Proficiency: Whip, Greater Two-Weapon Fighting, Improved Initiative, Improved Overrun, Improved Sunder, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Large And In Charge, Martial Weapon Proficiency: Longsword, Power Attack, Two-Weapon Defense, Two-Weapon Fighting.

Possessions: +5 Longsword: (Keen, Sundering); +5 Whip: (Keen, Paralyzing), +6 Gauntlets of Dexterity, +8 Bracers of Armor, Ironshod-Boots of Speed.

Special Attacks: Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 25), initial damage 1d4 temporary Constitution, secondary damage death.

Special Qualities:

Semi-sentience: Unlike most golems the terrible iron golem has developed over the years to have a semi-sentience. Meaning that it has been pre-programmed to learn tactical behaviors and combat skills. These skills and feats are learned each time the golem is encountered in combat.

Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.
Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


Hope ye like it...
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-Rick "Duicarthan" Miller
Editor-in-Chief, Oerth Journal
http://www.oerthjournal.com http://www.greyhawkonline.com/duicarthan
Apprentice Greytalker

Joined: Feb 18, 2002
Posts: 59
From: Baltimore, MD, USA

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Fri Apr 08, 2005 8:47 pm  
Maure Castle - right?

This is the golem from Maure Castle, right? I was thinking of trying to run it as an Epic adventure, since my party already past the levels it was designed for. I believe they were 16th tops in the Dungeon treatment. This is a great start for me for that. Maybe I will post some ideas for other upgrades.

Maure Castle makes a good Epic adventure, since much of the protections on the various levels are antimagic and artifact level anyway.

Thanks,
ROB
Mad Archmage of the Oerth Journal

Joined: Dec 09, 2002
Posts: 342
From: Ohio

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Fri Apr 08, 2005 9:44 pm  

yup its Maure, that and I wanted the first encounter out of the bag to be a little more powerful than normal. I mean this is THE golem that sent Bigby and Mordenkainen packing! and they never came back to try another shot at it!
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Cheerz,
-Rick "Duicarthan" Miller
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http://www.oerthjournal.com http://www.greyhawkonline.com/duicarthan
CF Admin

Joined: Jun 29, 2001
Posts: 1556
From: Wichita, KS, USA

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Wed Apr 20, 2005 7:58 pm  
Re: Maure Castle - right?

rob_douglas wrote:
This is the golem from Maure Castle, right? I was thinking of trying to run it as an Epic adventure, since my party already past the levels it was designed for. I believe they were 16th tops in the Dungeon treatment. This is a great start for me for that. Maybe I will post some ideas for other upgrades.

Maure Castle makes a good Epic adventure, since much of the protections on the various levels are antimagic and artifact level anyway.


Rob, the suggested levels for Maure Castle are somewhat off: if you run the adventure as-is, you can readily challenge 17th and 18th level PCs, since Rob made the encounters tougher than the 3e standard. There's some good comparative discussion of this over in the Dungeon boards on Paizo's site. I don't have a direct pointer to the thread, but the board is at http://paizo.com/dungeon/messageboards/generalDiscussion
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Mad Archmage of the Oerth Journal

Joined: Dec 09, 2002
Posts: 342
From: Ohio

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Sun Apr 24, 2005 11:31 pm  

I'm running it at 19th level for my PC's this weekend to shake their boots off some. I'll post here on how this encounter in particular goes!
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Cheerz,
-Rick "Duicarthan" Miller
Editor-in-Chief, Oerth Journal
http://www.oerthjournal.com http://www.greyhawkonline.com/duicarthan
Apprentice Greytalker

Joined: Feb 18, 2002
Posts: 59
From: Baltimore, MD, USA

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Tue May 03, 2005 9:06 pm  

Duicarthan wrote:
I'm running it at 19th level for my PC's this weekend to shake their boots off some. I'll post here on how this encounter in particular goes!

My group is about 19th. 6 PCs, 16-19, so they average to a ECL 23, which is the same as a party of 4 19th. So, what else are you planning to upgrade? The Golem here is +6 CR, so if you follow that, are you just adding 6 levels to all the NPCs, and making Tomorast 23rd level? Seems fair enough. Kerzit you can make a challenge just by advancing him to 36HD - brings him to about 22 I think. Perhaps he could go a little bigger - at least that makes him Huge, which is nice, if he fits in the dungeon then.

Traps in general are weak against Epic PCs, but I like the one that causes you to sleep and end up on the Astral plane. I am adding that order as a plot hook now, so I can use it when the party gets there. Other than that, are there any specific Epic upgrades you have in mind?

Good luck,
ROB
Mad Archmage of the Oerth Journal

Joined: Dec 09, 2002
Posts: 342
From: Ohio

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Sun May 08, 2005 8:57 pm  

lemme look through my files here...so far we have...

Aeltoqq; LE;Human Male (Lich) Sor18: CR20
Yug-Anark, Gnoll Female Humanoid2/Clr17 (Yeenoghu): CR 18
Arley the Weaver; CN; Ogre Mage Male Giant5/Sor12: CR 20
Eli Tomorast; CE; Human Male Wiz21 (+1 CR fiendish grafts): CR 22
Lyral Zandrill; NE; Human Female Ftr19: CR 19

Hope these help I won't be able to post the whole stat blocks till I edit them. Sorry =/
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Cheerz,
-Rick "Duicarthan" Miller
Editor-in-Chief, Oerth Journal
http://www.oerthjournal.com http://www.greyhawkonline.com/duicarthan
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