A neutronium golem is a CR 350-400 that can take on First Ones and poorly optimized Demiurges but has a HUGE weakness. It's stupid like a stone. Theoretically, even an Elder One or a Greater Deity can be able to defeat or imprison him by exploiting the fact that, having no mind and no one to command him on the spot, he acts according to predictable pre-set patterns that can lead him into a trap.
This advanced version of the Neutronium Golem in my setting is usually used by Time Lords as field commanders to manage their lesser version and avoid the above mentioned scenario.
Advanced Neutronium Golem
Beyond Alignment (N) Large construct (extrauniversal)
Init +334 (always first);
Senses cosmic consciousness (universe), see in darkness,
true seeing, x-ray vision; Perception +388
Aura gravitic (DC 461, special), heat (DC 461, special)
DEFENSE
AC cannot be hit 1,240, touch 396, flat-footed 988 (+55 deflection, +6 dodge, +80 gravitic, +844 natural, -1 size, +246 Str)
hp 2,110,000 (250d1,000+13,750)x8 fast healing 10,000
Fort +508,
Ref +699,
Will +508
Defensive Abilities accretion, eternal freedom, hardness 1,500, improved evasion, improved uncanny dodge, incredible reflexes, indestructible, mettle, perfect defence, slipstream, uncanny dodge;
Immune construct traits, magic, Dimensional, Stellar, Terrestrial Hazards;
Resist Universal Hazards
OFFENSE
Speed Fly Superluminal (perfect), starflight
Melee 2 slam always hit +821 touch (48,000d100+246/16-20 x6 x6 plus accretion) or devasting strike slam always hit +821 touch (48,000d100+246/16-20 x4 x6 x6 plus accretion), or with inner eye 2 slam always hit +841 touch (28,801,476 plus accretion without critical, or 172,808,856 plus accretion with critical) or devasting strike slam always hit +841 touch (115,205,904 plus accretion without critical, or 691,235,424 plus accretion with critical)
Space 10 ft.;
Reach 10 ft. (100 miles with slam)
Special Attacks abrogate, alter reality, mythic power (80/day, surge +80d6), pulsed x-ray, starquake
STATISTICS
Str 502,
Dex 60,
Con –,
Int 120,
Wis 120,
Cha 120
Base Atk +250;
CMB +823;
CMD 673
Feats Combat Reflexes, Dodge, Improved Initiative
Metamagic Feats Eclipsed Spell, Ectoplasmic Spell, Empower Spell, Energy Admixture (Acid, Cold, Electricity, Fire), Energy Substitution (Acid, Cold, Electricity, Fire), Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Maximize Spell, Quicken Spell, Reach Spell, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell, Thanatopic Spell, Threnodic Spell, Widen Spell, Umbral Spell
Epic Metamagic Feats Automatic Metamagic Capacity x92, Cataclysmic Spell, Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom, Unbound Spell
Epic Feats Ether Goer, Etheric Double, Etheric Vision, Improved Combat Reflexes, Improved Dodge, Good Fortitude, Polyglot, Subtle Body, Superior Initiative, Tenacious Body
Skills Omnicompetent - All skills 333 + ability modifier
Languages Pleromian, other 305; Polyglot, telepathy 100 miles
SQ apostasy, inner eye, magnetar, maven, mythic, muscle memory, omnicompetent, perfect critical, perfect critical multiplier, perfect initiative, spirit within, strong mind, strong soul, transcendetal might, virtual size category +32, ultimate weapon focus, unearthly construction, unearthly reach, unearthly weapon focus, unearthly weapon specialization
Abrogate (Su)
Any single opponent within the golem gravitic aura has its greatest ability negated. This can be an ability score or one of its other abilities (divine, cosmic etc.).
Accretion (Ex)
Anyone striking a neutronium golem or hit by it with an unarmed strike or natural weapn must make a DC 461 Strength check as an immediate action to be able to retrieve their weapon (or appendage) from the automaton’s surface following each and every attack. A creature gains the grappled condition as long he’s bond to the construct, but the golem does not. The golem can release an object or creature as a free action. The save DC is Strength-based.
Alter Reality (Su)
Once per round as a free action the golem can duplicate any spell of 100th-level or less. This ability can also duplicate any epic spells of DC 408 or less. Other use of this ability are GM’s discretion.
Apostasy (Ex)
An advanced neutronium golem has transcended alignment. It cannot be affected by any alignment based attacks or effects. For all intents and purposes it is beyond alignment. This applies even if the alignment based attack comes from an immortal of higher divine status.
Devasting Strike (Ex)
An advanced neutronium golem can make a single attack with its slam as a standard action. In this case the damage is multiplied x4.
Ego (Ex)
An advanced neutronium golem has good all saves, and add its Charisma modifier to hit point and Fortitude save in place of Constitution but does not gains bonus hit points based on size.
Eternal Freedom (Ex)
An advanced neutronium golem is immune to the following effects, spells and spell-like abilities: entangle, hold,
imprisonment, paralysis, petrification, sleep, slow, stunning,
temporal stasis and
web. It is also treated as if under the effects of a
freedom of movement spell.
Gravitic Aura (Ex)
The great mass of an advanced neutronium causes gravitic disturbances within the localized area. The
Table: Gravitic Aura details the myriad effects of this ability. An advanced neutronium golem can exclude any number of objects or creatures from the effects of its aura. The save DC is Strength-based.
Table: Gravitic Aura
Radius | Hp Damage* | Death | Unconscious | Stunning |
100 ft. | 10% | DC 461 | – | – |
600 ft. | 2% | DC 461 | – | – |
10 miles | – | – | DC 461 | – |
100 miles | – | – | – | DC 461 |
*The target’s maximum hp is reduced by this amount each round.
Gravitic Mastery (Ex)
An advacned neutronium golem is not subject to gravity, including its own. It can control the ebb and flow of its own gravity, giving it a +80 elemental mastery bonus to its: armor class; attack rolls; checks (ability checks); difficulty class (for any special abilities); initiative; and saving throws. This count as Divine Rank for interactions with effects (like overcome cosmic string or suffer antidivine damage).
Heat Aura (Ex)
The local area surrounding a neutronium golem burns with the fury of a thousand suns. The
Table: Heat Aura details the transcendental fire damage experienced at different ranges. An advanced neutronium golem can exclude any number of objects or creatures from the effects of its aura.
Table: Heat Aura
Radius | Transcendental Fire damage |
50 miles | 75d1,000 |
100 miles | 32d1,000 |
1,000 miles | 18d1,000 |
2,000 miles | 6d1,000 |
Immunity to Magic (Ex)
An advanced neutronium golem is immune to any psionic ability, psi-like ability, spell or spell-like ability that allows power or spell resistance unless the golem chose to suffer its effect.
Incredible Reflexes (Su)
An advanced neutronium golem can make a Reflex saving throw against a DC of 10 + ½ opponents HD + opponent Charisma modifier + opponent DR to avoid any type of assault (whether magical or physical), as for the Sophism transcendental ability.
Indestructible (Ex)
An advanced neutronium golem is nearly impossible to destroy. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the golem is helpless unless above 0 hit points. It can only be permanently destroyed if reduced to negative hit points by omnific damage or by suffering omnific damage while below 0 hit points.
Inner Eye (Ex)
An advanced neutronium golem always gain the best dice rolls in any given situation. However, a natural 20 is not an automatic success when using this ability.
Magnetar (Ex)
Once an advanced neutronium golem has identified a target for termination, the two beings are inextricably linked, and the golem can follow the target anywhere. Treat this as an infinite-range Spell Stowaway attuned to any magical methods of movement.
Mythic (Ex)
An advanced neutronium golem has Mythic Power (80/day, Surge +80d6) and counts as an 80th-rank Mythic creature. An advanced neutronium golem can use any of its Alter Reality effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these effects.
Muscle Memory (Ex)
An advanced neutronium golem add its Strength modifier to his AC, Initiative, and to Reflex saves instead of his Dexterity modifier. An advanced neutronium golem’s Strength bonus to his AC is still limited by his armor’s maximum Dexterity bonus.
Perfect Critical (Ex)
An advanced neutronium golem critical threat range of its slam is quintipled. This supersedes and does not stack with the Improved Critical feat or similar effects.
Perfect Critical Multiplier (Ex)
An advanced neutronium golem critical multiplier of its slam is increased to x6.
Perfect Defence (Ex)
Attack rolls against an advanced neutronium golem always fail. This ability is canceled out by the Ultimate Weapon Focus transcendental ability. The Oblique Strike cosmic ability would also bypass this defence.
Perfect Initiative (Ex)
An advanced neutronium golem always act first. Two beings with this ability would roll for initiative normally against each other.
Pulsed X-Ray (Su)
An advanced neutronium golem can emit a pulsed x-ray once per round as a free action. This wave targets everything within a 1,000-mile spread centered on the golem. Those within the area of effect immediately suffer 300d1,000 transcendental fire damage with no save. An advanced neutronium golem can exclude any number of objects or creatures from the effects of its pulse.
Slipstream (Su)
An advanced neutronium golem is unaffected by temporal effects (such as slow or temporal stasis), cannot be undermined by time travel (someone cannot go back to your past and simply kill you as an infant for instance). If it is within the area of a time stop spell then it gains access to the additional rounds.
Spirit Within (Ex)
Though and advanced neutronium golem is not a living creature, a “spirit” still resides within it. Unlike most constructs, the advanced neutronium golem is not immune to all necromantic effects. Certain spells that rely on the existence of a creature’s soul (not “life force”)—namely
astral projection,
clone,
magic jar, and
soul bind—can affect the advanced neutronium golem. No other necromantic effects affect it, and it is still immune to death effects. Though it cannot be raised or resurrected, an advanced neutronium golem can be reincarnated as described by the
reincarnate spell (only in a new advanced neutronium golem). An advanced neutronium golem is still immune to magic as described in its entry.
Starflight (Su)
An advanced neutronium golem flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes the golem 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion, usually 2 hours or 2 days with inner eye).
Starquake (Ex)
When an advanced neutronium golem is definitely slay (see indestructible), it detonate in a cosmic conflagration, much akin to a supernova.
Table: Death Throes details the amount of damage. Blast damage should be treated as bludgeoning damage. An advanced neutronium golem can exclude any number of objects or creatures from the effects of its explosion. The save DC is Constitution-based.
Table: Death Throes
Radius | Disintegration* | Fireball (Transcendental fire)** | Blast | Radiation*** |
500 miles | DC 215 | 200d100 | 500d100 | 300 |
800 miles | – | 200d100 | 500d100 | 300 |
1,500 miles | – | 100d100 | 500d100 | 300 |
3,000 miles | – | 50d100 | 200d100 | 60 |
6,000 miles | – | 10d100 | 100d100 | 30 |
10,000 miles | – | 1d100 | 10d100 | 10 |
*A Fortitude save negate the instantly disintegration.
**A Reflex save half the damage of both fireball and blast.
***Ability damage to Strength, Dexterity, and Constitution.
Strong Mind (Ex)
An advanced neutronium golem add its Strength modifier as an insight bonus to its attack rolls.
Strong Soul (Ex)
An advanced neutronium golem add its Strength modifier as an insight bonus to its saving throws.
Superluminal (Ex)
An advanced neutronium golem travels at the speed of light. This gives it a movement speed of 5,621,108,587 feet, the equivalent of 1,117,694 miles per round or 186,282 miles per second.
Transcendental Might (Ex)
An advanced neutronium golem deals d100's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.
Ultimate Weapon Focus (Ex)
An advanced neutronium golem never miss with its slam attack. It still roll dice to determine whether or not it has scored a critical hit or not, but inner eye usually makes that futile.
Unearthly Construction (Ex)
An advanced neutronium golem is fashioned by lords and other similarly powerful beings. These cosmic automatons use d1,000’s for Hit Dice, have maximum hit points per Hit Die and a x8 hp multiplier. The golem multiplied x192 the damage of its slam because its made of neutronium.
Unearthly Reach (Ex)
An advanced neutronium golem slam attacks range is equal to its gravitic aura.
Unearthly Weapon Focus (Ex)
An advanced neutronium golem slam attacks resolve against the touch AC instead of the normal AC.
Unearthly Weapon Specialization (Ex)
An advanced neutronium golem slam damage is multiplied by its critical damage multiplier. If the construct subsequently score a critical hit it further multiply the damage.