Adamithral Vault Golem (3.5e Creature)
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|Adamithral Vault Golem
|42d10+250 (481 hp)
|60 ft. (12 squares)
|45, touch 19, flat-footed 34
|Slam +44 melee (6d10+15/18-20/devastating blow) or bolt +39 ranged (3d10/18-20/devastating blow)
|6 slams +44 melee (6d10+15/18-20/devastating blow) or 6 bolts +39 ranged (3d10/18-20/devastating blow) or a combination of 6 attacks from both melee and range
|15 ft./15 ft.
|Devastating blow, full salvo
|Construct traits, damage reduction 10/- and 15/epic and adamantine, darkvision 60 ft., extradimensional space, fast healing 10, immunity to magic, improved evasion, indestructible, low-light vision, quickness, recognition, resilient body, return to master, uncanny dodge
|Fort +14, Ref +24, Will +14
|Str 41, Dex 30, Con —, Int —, Wis 11, Cha 1
|Combat Reflexes, Dodge, Mobility, Run, Spring Attack
|None (golem body, contents of dimensional space, see text)
|43-63 HD (Huge)
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This golem is a huge six armed silver black behemoth that acts as the trusted guardian and sometimes mobile base for the few powerful artificers and spellcasters with the ability to craft one of these awesome constructs. Like a six armed god this golem strides into the battlefield to destroy anything that dare oppose its master.
Created from a special alloy of adamantine and mithral, this golem is a masterpiece of contrasting black and shining silver metal. Combining the metals adamantine and mithral has created a unique golem that holds the extreme power of adamantine and the graceful fluidity of mithral. This results in an extremely agile and near indestructible golem that precious few can stand against.
The immense amounts of adamantine and mithral needed to forge one of these golems is so vast that most prime material planes do not have enough resources to have it built, forcing the creator to travel to the Plane of Earth or remote Outer Planes simply to gather the raw materials needed to build the golem's body.
Upon engaging in combat an adamithral vault golem immediately moves closer to the nearest enemy and attacks the enemy with a full-round melee attack. If the targets are too far the golem will move closer and then hit all targets within range with its ranged attack until it get close enough to engage in melee. Once an enemy is destroyed or temporarily stunned the adamithral vault golem prefers to use his remaining attacks to hit other targets before finishing them all off. Alternatively, if the targets are grouped together the golem can choose to launch a full salvo at the start of combat.
Construct Traits (Ex): A construct possesses the following traits. No Constitution score. Low-light vision. Darkvision out to 60 feet. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size. Small +10 hp, Large +30 hp, Huge +40 hp, Gargantuan +60 hp, Colossal +80 hp.
Damage Reduction (Ex): An adamithral vault golem has damage reduction 10/- and 15/epic and adamantine. An adamithral vault golem's natural weapons are treated as epic, adamantine, and mithral for the purpose of overcoming damage reduction. The golem also ignores the first 20 hardness of objects and the first 5 points of damage reduction of creatures.
Darkvision (Ex): An adamithral vault golem has darkvision 60 ft. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Devastating Blow (Ex): An adamithral vault golem's natural attacks threaten a critical hit on an 18, 19 or 20. In addition, whenever an adamithral vault golem scores a critical hit, the target is stunned for 1 round (Fort negates) and knocked prone (Ref negates) with saving throw DC 31. The save DC is Constitution-based.
Full Salvo (Ex): As a full round action, an adamithral vault golem can launch a storm of bolts dealing 6d10 damage to all targets within a 10 ft. radius spread, the targets can attempt a Reflex save at DC 41 for half damage. The save DC is Dexterity-based. On a failed save, the targets are stunned for 1 round (Fort negates) and knocked prone (Ref negates) with saving throw DC 31. The save DC is Constitution-based. Once an adamithral vault golem launches a full salvo, it can’t use this ability again until 1d4 rounds later.
Extradimensional Space (Su): An adamithral vault golem's core contains an extradimensional space that acts like a mage's magnificent mansion at caster level 20th. The extradimensional space is commonly used as a place of residence, workshop and storage area (sometimes even as prison cells) by the golem's creator. Only those authorized by the golem's creator can enter/exit this extradimensional space. This is done by touching the adamithral vault golem as a move action. Once inside, authorized users can exit the extradimensional space as a move action, appearing anywhere adjacent to the golem. This extradimensional space cannot be accessed by any means except through the method mentioned earlier. The golem's master can also alter the floor plan of the extradimensional space as a full-round action, though he can only do this if he is occupying the extradimensional space at the time. The golem's master or a designated spellcaster can cast spells from inside the adamithral vault golem's extradimenstional space. Only one spellcaster can cast spells from the extradimensional space every turn. Spells with a range of touch becomes ranged touch spells with close range (25 ft. + 5 ft./2 levels). Any spell cast from the extradimensional space shoots out from the golem's eyes. If the golem is permanently destroyed, all objects and creatures stored within immediately emerge.
Fast Healing (Ex): An adamithral vault golem has fast healing 10. A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description). A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing does not increase the number of hit points regained when a creature polymorphs.
Immunity to Magic (Ex): An adamithral vault 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.
- Harmless spells that specifically target constructs affects an adamithral vault golem normally.
- A dimensional anchor and dimensional lock spell affects an adamithral vault golem normally and makes its extradimensional space inaccessible while under the effect of this spell. The adamithral vault golem has an effective SR of 36 to resist these spells. Note that the effective SR is equal to its CR + 11. Increase the effective SR for versions of this golem with higher CR value.
- A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).
- A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.
- A transmute metal to wood spell slows the golem for 1d4 rounds, during which time its damage reduction is reduced to 10/adamantine (no save). Note that the golem can still perform a full-round action unless if its quickness ability is also suppressed.
Improved Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, the adamithral vault golem takes no damage on a successful save and half damage on a failed saving throw.
Indestructible (Ex): An adamithral vault golem's fast healing continues to restore hit points even if reduced below 0 hit points, though the golem is helpless unless above 0 hit points. It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle or wish can be used to slay it while it is at negative hit points.
Low-Light Vision (Ex): An adamithral vault golem can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Quickness (Ex): An adamithral vault golem can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack. This ability also allows an adamithral vault golem to perform a full-round action during a surprise round.
Recognition (Ex): An adamithral vault golem cannot be fooled by disguised creatures and false duplicates even when the target creature is under the effect of spells, spell-like abilities or supernatural abilities.
Return to Master (Su): Once per day, the master of an adamithral vault golem can summon the creature as a standard action and it will appear in a space near him no matter where the golem is currently located even if it is in a place that normally blocks any form of teleportation or planar travel.
Resilient Body (Ex): An adamithral vault golem gains 5 bonus hp per Hit Dice.
Uncanny Dodge (Ex): An adamithral vault golem can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.
An adamithral vault golem's body is made of more than 4,000 pounds of adamantine, mithral, gold, platinum, and other metals worth a total of 100,000 gp.
CL 20th; Price 1,000,000 gp
Requirements Craft Construct, crushing hand, geas/quest, haste, heal/total repair, stoneskin, teleport, plane shift, wish, the creator must be caster level 20th; Skill Craft (sculpture) DC 35; Cost 100,000 gp for the core body, 450,000 gp and 36,000 XP.
Golem Construction Options
TBA - work in progress
An adamithral vault golem's slam and bolt natural weapons can be enchanted like a normal weapon. Its slam weapons can be enchanted as a bludgeoning melee weapon, while its bolt launchers can be enchated as a piercing ranged weapon. Note that you only need to enchant each weapon type once, the same enchantment will then apply to all others of the same type. For example, a flaming enchantment (+1 enhancement equivalent) for its slam weapon will allow the golem to deal an extra 1d6 fire damage for all its slam attacks.
An adamithral vault golem's body can also be enchanted as if it is a heavy armor.