Magma Golem (3.5e Creature)

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Magma Golem[edit]

Size/Type: Gargantuan Construct
Hit Dice: 30d10+60 ((ave. 225, max. 360) hp)
Initiative: -3
Speed: 30 ft. (6 squares)
Armor Class: 33 (-4 size,-3 Dex, +30 natural), touch 3, flat-footed 33.
Base Attack/Grapple: +20/+66
Attack: Slam +50 melee (2d6+30 plus 3d6 fire damage)
Full Attack: 2 slams +50 melee (2d6+30 plus 3d6 fire damage)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath weapon, burn
Special Qualities: Construct traits, damage reduction 10/slashing and cold, darkvision 60 ft., low-light vision, immunity to fire, vulnerability to cold, heat aura, fire absorption, flame grapple, water weakness, light
Saves: Fort +15, Ref +12, Will +15
Abilities: Str 70, Dex 5, Con -, Int -, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Within 100 miles of an open magma vein
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --


What stands before you is truly terrifying. A massive human-shaped creature stares blankly at you, its body seemingly completely composed of molten rock. It has short legs and long arms attached to a massive chest. The body bubbles and hisses. The heat coming from this abomination is almost unbearable.

A magma golem is one of the most difficult to create and most powerful golems ever to be created. Its body is entirely created of molten rock, kept hot and animated by magic. They are personal favorites among pyromancers. It wears no clothing whatsoever, for if it were to, it would incinerate it. Among the largest of any golem, magma golems stand around 15 feet tall and as a result are immensely strong. The only sound even close to a vocal noise a magma golem can make is a gurgling or bubbling noise, and, unlike other golems, they actually do have an odor: they smell of brimstone and ash. Magma golems, being made of magma, glow a red-hot fiery light, and are impossible to miss in dark areas.

Combat[edit]

Magma golems are truly frightening opponents. Just their sheer size is enough to make most cower, and their heat aura prevents most creatures from successfully combating one. Since they are mindless and simple, they do not use any special tactics other than attempting to bluntly crush the opponent.

Burn (Ex): A magma golem's slam attack deal bludgeoning damage plus fire damage from the golem's flaming body. Those hit by a magma golem's slam attack must also succeed on a DC 25 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the fire. The save DC is Constitution-based. Creatures hitting a magma golem with natural weapons or an unarmed attack take fire damage as though hit by the golem's slam attack, and also catch on fire unless they succeed on a Reflex save.

Breath Weapon (Su): 25-foot line of fire, standard action, 10d12 fire damage, DC 25 Reflex save for half damage. This 25-foot line of fire becomes a 25-foot line of superheated steam while underwater, and does the same damage and has the save DC.

Heat Aura (Ex): The golem's body constantly emits extreme heat. Anyone within 10 feet of the magma golem must make a DC 25 Fortitude save every round or take 3d12 fire damage. A creature affected by an Endure Elements spell is immune to this effect.

Fire Absorption (Ex): If the magma golem is standing in or near a substance that causes fire damage to creatures who are not immune to fire damage, the magma golem can choose to absorb the fiery substance and heal damage equal to the damage the source would normally do as a free action. This effectively extinguishes all fires within 5 feet of the golem. This also repairs any wounds to the golem.

Melt (Ex): Since a magma golem is composed of magma, it has the ability to join with magma as a standard action, giving it total concealment while in magma. While joined with the magma the golem cannot attack. The only actions the golem can perform are moving to another spot in the magma that is not separate from the body of magma it is currently in as a standard action, or shifting back to golem form, also as a standard action. Since the golem has only a simple sense of self preservation, the creator must be within 60 feet of the golem and command the golem to use this ability.

Flame Grapple (Ex): Because the magma golem's body is so hot, any creature grappling with the magma golem automatically take 10d6 fire damage. This ability is negated if the creature grappling with the golem is being affected by an Endure Elements spell.

Water Weakness: If a magma golem becomes submerged in water, it must immediately roll a d20. If the result is not 19 or 20, the golem hardens and is automatically destroyed. If the golem is only partially submerged (partially meaning the lower chest down), it must also immediately roll a d20. If the result is not 19 or 20, it takes 10d12 damage. If a magma golem succeeds on either of these rolls, it instead becomes slowed as though by a slow spell, and must make another roll next round. A magma golem's extreme body temperature heats up the water surrounding it. A creature that is in the same body of water as the golem and is also within 10 feet of the golem must immediately make a DC 25 Fortitude save or take 5d6 damage from the boiling water. The water surrounding the golem retains this effect while the golem is still hot and 3d12 minutes after it is destroyed. The creature must make this check every round that it is in the affected area. A magma golem in water has its Heat Aura, Flame Grapple, and Burn abilities negated for as long it remains in the water and 1d10 minutes after it goes ashore, if it survives the submersion.

Light: A magma golems constantly emits light as bright as a torch 40 out in every direction.

Immunity to Magic (Ex): A magma 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.

All electricity damage is reduced by half.

An Ice Storm spell slows a magma golem for 1d4 rounds in addition to doing damage.

An Endure Elements spell cast on a magma golem suppresses its Heat Aura, Flame Grapple, and Burn abilities for as long as the golem is affected.

Construction[edit]

A magma golem's body is fashioned from 65,000 lbs. of molten magma. The magma must be kept hot and must be treated with extremely rare and ridiculously expensive liquids. Since it is made of liquid, the body is not assembled, but shaped into a humanoid form through magic, and therefore needs a spellcraft check in lieu of a Craft check to assemble. A character wishing to create a magma golem must be a powerful mage. Since it is difficult to muster 65,000 lbs. of molten rock, it is best to create magma golems in volcano craters or other places where magma is abundant.

CL 30; Craft Construct, geas/quest, polymorph any object, limited wish, telekinesis, caster must be at least 35th level; Cost 1,100,000 gp + 50,000 XP.



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