Hiveforge Golem (3.5e Creature)
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|Hit Dice:||18d10+30 (128 hp)|
|Speed:||20 feet, burrow 10 feet|
|Armor Class:||26 (-1size, -1 Dex, +18 Natural), touch 8, flat-footed 26|
|Attack:||1 Claw +21 (2d10+9 bludgeoning plus 2d6 fire)|
|Full Attack:||2 Claws +21 (2d10+9 bludgeoning plus 2d6 fire)|
|Space/Reach:||10 feet/10 feet|
|Special Attacks:||Burn, heat, swarms, vent, absorb metal|
|Special Qualities:||Construct Traits, Immunity to fire, fire-fueled|
|Saves:||Fort +6, Ref +5, Will +6|
|Abilities:||Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1|
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With a noise like sheet metal tearing, this bizarre-looking metal creature comes down the tunnel towards you. It is roughly insectoid in shape and the color of iron. Multiple rents in its iron hide are evident, and from those rents there is the furnace-like glow and shimmer of intense heat. Sparks flash from within its hollow metal shell.
No two hiveforge golems are ever alike; they are unique but very dangerous things. A hiveforge golem is literally a mobile hive, home to between four and six Forgespark Swarms. These swarms venture out from the hive in search of metal to eat and bring back to the hive, both to feed the young, and to strengthen the structure of the hive itself. Not as durable or magic immune as an iron golem, it exists at a barely-solid state, making contact with such a golem extremely dangerous without the proper precautions. A hiveforge golem weighs between three and five thousand pounds, and stands about 11 feet tall. How exactly the swarms control their hive is not known. There will always be at least one swarm inside a hiveforge golem, keeping the fragile young within at a comfortable level with their intense heat. The other swarms are used for exploration, resource-gathering, defense.
Guided by the nearly-mindless instinct of its swarms, the hiveforge golem reacts as a swarm would if threatened, striking out at attackers, retreating if outmatched and severely damaged. If foes are not driven off by its searing claw attacks, the hiveforge golem releases its swarms to fight alongside it (providing it has any within the hive at the time). If wounded, it will seek to gather new metal into itself to repair damage done to its shell. Though the hiveforge golems vary in shape and number of legs, it only ever uses two claw-like appendages as weapons when attacking.
Burn (Ex): A hiveforge golem's claw attack deals bludgeoning damage plus fire damage. Those hit by a hiveforged's claw attack also must succeed on a Reflex save (DC 17) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Heat (Ex): Due to the extreme heat the creature constantly generates, the area within the 10 feet radius surrounding a hiveforge golem is treated as a hazardous environment, and affects other creatures within the area without proper protection (such as the endure elements spell) appropriately.
Swarms (Ex): As a move action, a hiveforge golem may release up to two forgespark swarms per round to defend itself through the many vents and fissures in its armored hide. The swarms act on the golem's initiative, starting on the round in which they were released. The golem must have at least one swarm within itself at all times. A swarm may reenter the golem as a swift action as well, though each reentry counts against the number of swarms a golem may release in a given round.
Vent (Su): As a standard action the Golem can emit a fiery blast centered on itself, affecting everything in a 15 foot radius.The blast does 5d6 fire damage, or half as much on a successful Reflex save (DC 20). The Hiveforge Golem can perform this action once every 1d4+1 rounds, and no more than three times per day.
Absorb Metal (Su): If a hiveforge golem has less than half of its maximum hit points, and contains at least one forgespark swarm, it can attempt to absorb metal as part of a grapple. If it succeeds in pinning its target, a single swarm emerges from the golem and attaches itself to the victim. This swarm does not make any actions except to devour the metal equipment of the victim.
The grappled creature’s metal equipment, starting from the highest value item not protected against such an attack, is affected as though under the effect of a heat metal spell, for as long as the pin is maintained and the swarm is conscious. At the end of the golem’s turn, the affected piece of equipment loses 5 Hit Points and the golem gains Fast Healing 15 for 1 round.
Improved Grab (Ex): To use this ability, a Hiveforge Golem must hit an opponent least one size category smaller than itself with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Fire-Fueled (Su): Any time the golem is hit by an attack that would deal magical fire (before considering the golem's fire immunity), the golem is hasted for 3 rounds.