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Hiveforge Golem (3.5e Creature)

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Hiveforge Golem
Size/Type: Large Construct
Hit Dice: 18d10+30 (128 hp)
Initiative: -1
Speed: 20 feet, burrow 10 feet
Armor Class: 26 (-1size, -1 Dex, +18 Natural), touch 8, flat-footed 26
Base Attack/Grapple: +12/+28
Attack: Slam +21 (2d10+9 plus 2d6 fire)
Full Attack: 2 slams +21 (2d10+9 plus 2d6 fire)
Space/Reach: 10 feet/10 feet
Special Attacks: Burn, Heat, Swarms, Vent, Weaken metal
Special Qualities: 10 feet/ 10 feet
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 29, Dex 9, Con n/a, Int n/a, Wis 11, Cha 1
Skills:
Feats:
Environment: Underground
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always Neutral
Advancement: 19-24 (Large)
Level Adjustment:
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More information...

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 it’s 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 at all times, generating the intense heat needed to keep the fragile young contained within comfortable. The other swarms are used for exploration, resource-gathering, and if need be, defense.

Combat[edit]

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 slam attacks, the hiveswarm 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 2 appendages as slams when attacking.

Burn (Ex): When a Hiveforge Golem hits with its slam attack, the opponent must succeed on a DC 14 Reflex save or catch on fire. The flame burns for 1d4 rounds if not extinguished sooner.

Fire Effects: In addition to being immune to fire damage, any time the golem is exposed to damage from a magical fire attack, the Hiveforge golem is hasted as the spell for 3 rounds.

Heat (Ex): Merely touching or being touched by a Hiveforge Golem automatically deals 2d6 fire damage.

Severe Heat: The air around a Hiveforge Golem is superheated and dangerous. Within 10 feet of a Hiveforge Golem, a character must make a Fortitude save once every minute (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 1-minute period).

Swarm (Ex): As a move-equivalent 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, by rapidly expelling some of the immense heat from within itself, the Golem can emit a fiery blast centered on itself, affecting everything in a 15 foot radius. The blast does 5d6 fire damage; a Reflex DC 20 save halves that amount. The Hiveforge Golem can perform this action once every 1d6+1 rounds, as the terrific heat takes time to rebuild, and the colony will not risk it's young by bleeding off heat too quickly. The Hiveforge Golem can perform this action 3 times per encounter.

Weaken Metal (Su): If a Hiveforge golem has taken damage, it can attempt to absorb metal directly into its skin. The Hiveforge Golem must hit with a slam attack and have at least one swarm within it able to exit the golem. Upon a successful slam attack, the Hiveforged Golem can start a grapple check as a free action. This does not provoke an attack of opportunity. If the grapple is successful, the golem pulls the grappled character against itself, and a single swarm emerges from the golem and attaches itself to the character. This swarm does not deal extra damage, as it is focused solely on devouring the metal worn or carried by the grappled character. Metal armor, shields and all carried weapons of a grappled character are treated as under the effect of a heat metal spell, except that the metal is immediately treated as Hot in the first round, becoming Searing in the following round if the grapple is maintained. If the grapple is broken, the armor returns to a Hot state, and becomes Warm the following round. Magical metal is not allowed a saving throw to avoid this effect. In addition, for each round the grapple is maintained, it is devoured and becomes less effective, losing 1 point of Armor or Shield Bonus or per round. When the bonus reaches 0, the item is rendered useless. A carried weapon may be dropped to avoid taking damage, otherwise it loses 2 hp per round. A Hiveforge golem gains +5 hp per Armor and Shield point (or per 2 hp from a weapon) that it removes from an item. Hit points gained in excess of its maximum are gained as temporary hit points. Lost AC can be repaired as normal.



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