Firebloom Golem (3.5e Creature)
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|Hit Dice:||12d10+30 (100 hp)|
|Armor Class:||23(-1size,+1dex,+13nat), touch 10, flat-footed 22|
|Attack:||2 slams +15melee (1d10+6 plus 2d6fire)|
|Full Attack:||4 slams +15melee (1d10+6 plus 2d6fire)|
|Special Attacks:||Death Throes, Fireseed, Heat, Improved Grab|
|Special Qualities:||Construct Traits, Damage Reduction 10/adamantine, darkvision, Immunity to Magic|
|Saves:||Fort 4, Ref 2, Will 4|
|Abilities:||Str 23, Dex 12, Con n/a, Int n/a, Wis 11, Cha 3|
|Organization:||Solitary, gang(2-4), or grouped with others|
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As the thing slowly approaches, the sound of crackling alarms anyone nearby. What may seem like a withered tree from afar reveals to be a structure of dried branches, which bears berries of fiery red despite of its dried looks. As it shifts, barks tear and branches snaps, revealing the blaze that runs beneath its plantlike skin.
Extremely difficult to craft and keep in control, firebloom golems are rare and are not usually seen around anywhere. Only the most experienced wizards create them, and keep them as executioner of those who opposes the masters. Forging together parts of fearsome, extraplanar plant creatures and the spirit of fire elemental is required, and if not balanced precisely both ingredients are destroyed.
The golem looks like a thin, dark tree that is 9 feet tall with no leaves. The 3 legs look like extended roots, and it has 4 large branches that extends from its main trunk. Its branches, trunk, and head are covered with sharp twigs, and red berries that seems like fire encased in a transparent capsule form at the end of them.
Firebloom Golems are sometimes ordered to stay still, making it seem like a tree until it is given orders to move. They thrash out with their branches, trying to capture its opponents and burning it to death, or throw its berries that explodes in a fiery bursts. It prefers to approach its opponents as close as possible.
Death Throes (Ex): When killed, a firebloom golem explodes in a 30 feet radius burst that deals 12d6 points of fire damage to everything in the area (Reflex DC 18 half).
Fireseed (Su): Every round, a firebloom golem can hurl 1d4 of its fiery berries as a splash weapon up to 100 feet, with a ranged touch attack. All targets must be within 20 feet of each other, and each seed deals 3d6 fire damage. It cannot aim at the same square with multiple seeds, but it can aim at adjacent squares to deal the splash damage.
Heat (Ex): A firebloom golem's body produces heat. Any creature that strikes or touches a firebloom golem with its body or a weapon, or that grapples a firebloom golem, automatically takes 2d6 points of fire damage. A creature takes damage from this ability only once per turn
Improved Grab (Ex): If a firebloom golem hits an opponent that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, the firebloom golem has the option to conduct the grapple normally or simply use its twigs to hold the opponent (-20 penalty on grapple check, but the firebloom golem is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.
Magic Immunity (Ex): A firebloom golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Cold-based effects slow it (as the slow spell) for 1d6 rounds, with no saving throw. A fire effect breaks any slow effect on the firebloom golem and cures 1 point of damage for each 3 points of damage it 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, up to a maximum of its full normal hit point total. A firebloom golem does not get a saving throw against fire effects.
Currently not available, planning for edit later.