Strange Matter Golem
Judgement Golem, Adjutant, Strange Golem
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Something not unlike a tiny yet tremendously brilliant peridot green star stands before you in the distance. A blurring kaleidoscope of magnetic resonance and gravity bending light around the center creates a sort of multi petalled “flower” of mirror like distortions and aurorae with an accretion disk like a black hole at it’s core. In the center of this core, barely visible due to the blinding radiance, a large powerfully built humanoid sits as motionless as a statue, seemingly deep in meditation.
Larger than a human, bald, hairless, and hugely muscled. This being appears much like a man, but is of a species you don’t recognize, he seems cast of a strange green metal unlike the which you have seen before as you realize he doesn't simply appear as a statue, he is a statue.
Suddenly, it opens it’s massive dark eyes for a moment, as black as obsidian. They rest upon you and it seems to gaze into your soul. It regards you for but a moment longer before closing it’s eyes once more.
Strange Matter Golem
Large Construct (Extraplanar)
Hit Dice: ∞ / 1000d1000 +125,829,120 (126,829,120 hp)
Initiative: Always Goes First/+750 (+750 Gravitic Mastery)
Speed: Hyperluminal (5,621,108,587 ft/perfect, doubles each round)
Armor Class: 2,545 (+750 Gravitic Mastery, +1797 Natural, -1 Size, -1 Dex)
Flat-Footed: 2,545 Touch: 748
Abilities:
Str: 1002 (+496)
Dex: 9 (–1)
Con: -
Int: 100 (+45)
Wis: 101 (+45)
Cha: 71 (+30)
Space/Reach: 10ft/ 10ft
Base Attack/Grapple: +667/ +2,409
Attack:
Slam: +2,409 melee, 9 attacks 17-20/x5 critical + Annihilation, Disintegration, and Obliteration
Atomic-Cosmic Beam: +1,912 Ranged 17-20/x5 Critical + Disintegration
Damage:
Slam: 384,000d10+1,246, +1,500d6 Permanent Damage, +3,000d4 Force, +3,000d6 Disintegration, +1,500d6 Wind, +1,500d6 Fire, +1,500d20 Cosmic, +1,500 Hit Dice Annihilation, +Disintegration, +Obliteration, +Radiation (3,840,000 Damage + 348,000 Effect Damage [12,000 Force, 18,000 Disintegration, 9,000 Wind, 9.000 Fire, 30,000 Cosmic x4], +Disintegration DC 1,786 Fort, +1,500 Hit Dice Annihilation, +1000 Radiation [Str, Dex, Con Damage], +Obliterating Strike DC 2,252)
Atomic-Cosmic Beam: 2,000d4 Force, +2,000d6 Disintegration, +1,000d6 Wind, +1,000d6 Fire, +1000d20 Cosmic x4, +Disintegration DC 1,786 (208,000 Damage)
Special Abilities:
Spells (DC 1,510 + Spell Level, Caster Level 1,000), Channel Energy 500d1,000, Orisons, Spontaneous Casting, Unearthly Channeling, Touch of Chaos (53/day), Touch of Law (53/day), Hasten the End (250/day), Command (53/day), Gravitic Aura, Gravity Wave, Brilliant Aura, Astrophysical Spiral, Relativistic Jet, Starquake, Dead Magic Zone, Grab, Obliterating Strikes, Starflight
Special Qualities:
Accretion, Cleric Aura (Chaos and Law), Gravitational Lensing, Domains Entropy/Inevitable, Construct Traits, Sentience, Damage Reduction 337,500/--, Damage Immunity, Regeneration, Darkvision 60, Immunity to Magic, Low Light Vision, Magnetar, Hyperluminal, Unreal Construction, Strange Matter Construction
Feats: (Lots, tailored for each specific Golem, Epic Spell Casting, Cleric Feats, Metamagic etc etc) Improved Critical, Improved Critical Multiplier, Greater Critical, Greater Critical Multiplier, Improved Initiative, Superior Initiative, Two Weapon Fighting, Improved, Two Weapon Fighting, Greater Two Weapon Fighting, Perfect Two Weapon Fighting, Two Weapon Rend
*Divine Abilities: Strong Soul, Strong Mind, Strong Spirit, Postcognition, Precognition, Seventh Sense (200), Maven, Omnicompetent, Quantum Effect, Telluric Effect, Perfect Initiative, Nescient, Third Eye, True Seeing, X-Ray Vision
*Cosmic Abilities: Abrogate, Annihilating Hand, Annihilating Immolation, Atomic Effect (6), Cosmic Effect (6), Cosmic Consciousness, Inner Eye, Unearthly Effect
*Transcendent Abilities: Omega Hand, Omega Immolation, Omega Blood, Transcendent Cozen
*Omnific Abilities: Omnific Toughness
(*Abilities granted during construction, the golem has no true divinity and cannot gain more abelites through levelling up unless it gained divinity or similar powers)
Saves: Will 1,791, Ref 1,745, Fort 1,776
Skills: 1,003+ Relevant Ability Modifier
Alignment: Unaligned or Usually Neutral
Organization: Solitary, Pair, Trio, Jury (1d4+2 Strange Golems), Or with Time Lord or High Lord
Environment: The Infinite Expanse of the Pleroma
Cr: (Estimated) 1333
Adjutants or Judgement Golems are obscenely powerful golems made of pure Strange Matter. These golems are made with care and great difficulty so much so that enterprising Time Lords once sought these beings, defeating them and repurposing their bodies as armor. As such these beings are almost unilaterally given sentience to allow them to better defend themselves and survive the trials of the Pleroma.
Most Adjutants become Clerics to their creator Time or High Lords, but many choose their own path. The path of a free Adjutant (Known as a Stranger) is a lonely one, able to feel but unable to interact with the universe at large, they develop deep emotional attachments to the world around them and cling to causes, though always filtered through their own unique perspective.
Sometimes independent Strange Golems form small familial units or pods deep in the pleroma, hidden away from prying eyes where they can finally touch other beings and interact with others who won’t be annihilated by their touch. These groups can be fiercely loyal to one another and will fight to the death in their defense.
Adjutants under the patronage of a Time or High Lord however work as confidantes and Elite guardians. Being nearly impervious to most forms of damage and being equally able to obliterate nearly anything they hit, Adjutants can prove to be lethal combatants even to Time Lords, as such they almost always hold roles of high esteem, Champions, Viziers and even occasionally lovers within the courts of the Aeons.
Transcendent entities know to fear these beings as Adjutants can dispatch entire flights of Nehaschimic Dragons without effort and will if demanded by their Lord without hesitation or mercy.
Against powerful Omnific threats they fare much better than Neutronium golems, and Quark Golems and are powerful enough on their own to severely wound, drive off or possibly even defeat powerful Hyperboreans, enterprising Demiurges and Sundered Time Lords, sometimes easily, and are powerful enough to fight, and even sometimes defeat the mighty Time Lords themselves.
Combat:
Adjutants use their impressive array of abilities to both pulverize targets and keep foes off balance. They’re nearly perfect war machines, able to cast powerful magic and fight on par with the most impressive fighter. They can even heal and channel negative and positive energy, even reparative magic if needed, and depending on the situation call upon all of their powers to the same effectiveness as any other being.
Adjutants will generally attempt dialogue first, wishing to solve a problem without issue. If diplomacy fails, they’ll attempt to command the being to them and force the situation, many times called in times of abuses of power, the Adjutant will use their Transcendent Cozen ability to steal the abilities the being in question is exploiting or abusing, keeping the powers for a time allotted to them by their Time Lord or by their own volition but if the being in question learns nothing, they’ll keep the power permanently.
If sent to simply dispatch a foe however or in the defense of their Time Lord, family, or friends, Adjutants are terrifying foes with astounding abilities. They’ll brutally obliterate those arrayed against them with ruthless efficiency. They’ll wipe out most foes with their Astrophysical Spiral and Relativistic Jet, and rain meteoric blows down upon their enemies targeting the strongest enemy first and after assessing the threat and perhaps using some magic to soften them up, they’ll wade into melee allowing their natural Annihilation, Disintegration, Radiation and Obliteration abilities to permanently wound, permanently drain hit dice, poison all physical stats, possibly disintegrate and transform the enemy into strange matter, killing their foes instantly.
Even those who somehow survive this are met with an onslaught of savage strikes able to shatter entire stars with a single blow.
The bodies of Strange Golems are so durable that they generally don’t fear getting wounded at all meaning they have almost no fear of being injured. Almost all forms of damage fail against them, nothing breaks their insane hardness and they regenerate when wounded. Moreover those who do manage to actually wound an Adjutant are assaulted by a spray of strangelets obliterating hit dice and threatening annihilation yet again. Those who manage to destroy a Strange Golem find the golem will likely take them out with them as their bodies explode into a terrifying fragmentation bomb obliterating everything around for lightyears.
They like other golems unleash their most powerful attacks on the strongest foes outright and allow their auras and aoe powers to obliterate lesser enemies. Unlike other golems, Adjutants can think, feel, parley and plan. They will actively modify their tactics as needed and will actively counterspell when possible if necessary, and will use armor and weapons when appropriate.
Adjutants have strong convictions and can be bargained with, reasoned with, and do feel pity and remorse, these can be used to advantage in theory, that said however, all Adjutants are different and a Strange Golem with an evil heart is also theoretically possible.
Abilities
Aura of Law and Chaos: An Adjutant has a powerful aura of both Law and Chaos, being an agent of Entropy and Inevitability, it remains unaligned whilst being a beacon of both tremendous Axiomatic and Anarchic energy.
Orisons (Sp): An Adjutant can cast an unlimited amount of 0 level spells per day.
Touch of Law (Su): An Adjutant as part of a Melee Touch attack (or Melee Attack) can force an opponent or an ally to roll a natural ‘11’ for all d20 Rolls and 10% above average for all other rolls rounding down (100d10 would deal 550 for example), for 1 round. This ability will counteract Inner Eye and similar abilities up to Transcendent level powers. They may do this 53 times per day.
Touch of Chaos (Su): An Adjutant as part of a Melee Touch attack (or Melee Attack) can force an opponent to roll 2 dice for each d20 Rolls and roll all other rolls naturally and twice for 1 round taking the worse roll. This ability will counteract Inner Eye and similar abilities up to Transcendent level powers. They may do this 53 times per day.
Command (Su): 53/day an Adjutant can Command as the spell any being who can hear it’s voice ignoring spell resistance. Will save DC 2,252
Hasten the End (Su): 250/day as part of a melee attack or a melee touch, the Adjutant can reduce the number of rounds of all ongoing effects by 1 round, minute, hour, day, etc, based on the ability effected.
Channel Energy (Su): 530/day the Adjutant can Channel 500d1000 points of Axiomatic (Lawful) Energy, 500d1000 points of Anarchic (Chaotic) Energy or 500d1000 points of Reparative (object/golem mending) energy in a burst equal to their Brilliant Aura range (600,000 miles) against evil, good, or neutrally aligned beings, this energy deals ½ damage or heals ½ the dice amount. A reflex save DC 1,801 can be made for ½ damage.
Unearthly Channeling (Ex): An Adjutant is a direct channel to the Aeons, and channels d1,000s instead of d6s of energy. It is also able to affect all rolls with it's Touch of Law and Touch of Chaos abilities, not just d20 rolls and is always considered a Holy Symbol in and of itself needing no divine focus to use any of it’s abilities.
Accretion (Ex): Anyone striking the Strange Golem must make a DC 2,252 Strength Check every round to retrieve it’s weapon or appendage as titanic gravitic forces threaten to tear limb from body.
Damage Reduction (Ex): An Adjutant has a hardness of 337,500, this hardness cannot be overcome by any means.
Damage Immunity (Ex): A Strange Golem is impervious to most conventional attack forms being utterly immune to all physical damage, elemental damage, alignment based damage, Profane, Divine, and Magic based damage. Even Permanent damage fails to damage it. It can only be damaged by Strange Matter, and denser materials. Pure Antimatter (via Antimatter Effect or similar powers, Omnific levels (d1000's) of Divine Damage, or Higher energy forms can overcome this, as can unorthodox attack forms, though this immunity also extends to fortitude save based abilities granting them near total immunity to fort save based effects, disintegration, and hit dice annihilation.
Regeneration (Ex): Incredible gravity heals the damage done to a Adjutant by 337,500 per round, regenerating it even after death, this regeneration can only be overcome by Strange Matter, Black Hole Matter or other such materials, or must be abrogated or otherwise neutralized.
Inner Eye (Ex): The Adjutant rolls the best possible die rolls in all situations.
Omnific Toughness (Ex): An Adjutant effectively has ∞ health. This can be cancelled by beings with infinite strength, or with weapons made of Strange Matter or denser materials.
Grab (Ex): Any time the Adjutant successfully strikes a foe in melee the intense gravity around it allows it to attempt to start a grapple check as a free action without provoking attacks of opportunity. This ability can be used against foes of up to 10 size categories larger than itself. If the Adjutant so chooses it can maintain or conduct the grapple check at a -20 to grapple without gaining the grappled condition itself.
Gravitic Aura (Ex): The Gravity well around a Strange Golem is so great that it greatly distorts spacetime with the massive gravity well surrounding the area it inhabits, from a radius presented below it deals the following each round, Saves are Fort based
· 600 ft: 30% Max Hp Drained, Death DC 2,252
· 2,000 ft: 10% Max Hp Drained, Death DC 2,252
· 6,000 ft: 2% Max Hp Drained, Death DC 2,252
· 20,000 ft: Unconscious DC 2,252
· 60,000 ft: Stunned DC 2,252
Gravitic Mastery (Su): The Adjutant is not subject to gravity, including it’s own. It can freely control the ebb and flow of it’s own gravity and the gravity around it granting it a +750 Elemental Mastery bonus on Armor Class, Attack Rolls, Ability Checks, DCs, Initiative and Saving Throws
Gravity Wave (Ex): Strange Golems can affect the Gravity around them within 600,000 miles, this allows them to use Reverse Gravity like effects at will as a free action but may change the direction to any direction they desire and may even use Control Winds like directional control with their gravity control.
Gravitational Lensing (Ex): Strange Golems have intense Gravitational Lensing around them at all times, this creates a series of Mirror Image like images around them at all times and blurs, displaces and distorts their image as per Displacement. As these are simply an effect of intense gravity, True Seeing does nothing to help combat this effect and the Mirror Images do not disappear when struck.
Brilliant Aura (Ex): Unimaginable cosmic energy and blinding power radiate off of the Strange Golem dissolving all those who come too close in a wash of brilliant light. Enemies actively attempting to flee get a Reflex Save DC 2,252 for half damage, enemies who continue to approach or refuse to flee take damage with no save allowed.
· 2,000 Miles: 500d1,000 Divine and 500d1,000 Divine Fire damage (1,000,000 average)
· 6,000 Miles : 125d1,000 Divine and 500d1,000 Divine Fire damage (625,000 average)
· 20,000 Miles: 500d100 Divine and 500d1,000 Divine Fire damage (550,000 average)
· 60,000 Miles : 125d100 Divine and 125d1,000 Divine Fire damage (137,500 average)
· 200,000 Miles: 50d100 Divine and 50d1000 Divine Fire damage (55,000 average)
· 600,000 Miles: 12d100 Divine and 12d1,000 Divine Fire (13,750 average)
Cosmic Effect (Su): Deals d20s Divine damage per hit dice of the Adjutant.
· Beam (Ray) 1,000d20 x4 (x4 Quantum Effect) (80,000) Line of Sight range
· Blast 500d20 x4 (40,000) 600,000 mile range./ 2600ft radius blast, Standard action DC 1,786/half
· Blood 250d20x4 (20,000) Melee Free action DC 1,786/half
· Breath* 1,000d20x4 (20,000) 600,000 mile range (cone) Line of Sight. (line) Standard 1,786/half
· Hand 1,500d20x4 (120,000) Melee Touch
· Immolation 1,500d20x4 (120,000) 600,000 mile range. radius Free 1,786/half
· Storm 250d20x4 (20,000) 600,000 mile range. radius Free -
· Strike 250d20x4 (20,000) Melee (bonus) Free -
· Wrath (Gaze) 500d20x4 (40,000) 600,000 mile range 1,786/none
Atomic Effect (Su): Tremendous Atomic energy radiates off the Adjutant dealing several effects:
· Beam (Ray) 2,000d4 Force, +2,000d6 Disintegration, +1,000d6 Wind, +1,000d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort (x4 damage Quantum Effect: 32,000 Force, 48,000 Disintegration, 24,000 Wind, 24.000 Fire, 666 Radiation) Line of Sight range
· Blast 1,000d4 Force, +1,000d6 Disintegration, +500d6 Wind, +500d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort (x4 damage Quantum Effect: 16,000 Force, 24,000 Disintegration, 12,000 Wind, 12.000 Fire, 333 Radiation) Line of Sight range 600,000 mile range./ 2600ft radius blast, Standard action DC 1,786/half
· Blood 500d4 Force, +500d6 Disintegration, +250d6 Wind, +250d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort (x4 damage Quantum Effect: 8,000 Force, 12,000 Disintegration, 6,000 Wind, 6.000 Fire, 167 Radiation) Melee Free action DC 1,786/half
· Breath* 2,000d4 Force, +2,000d6 Disintegration, +1,000d6 Wind, +1,000d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort (x4 damage Quantum Effect: 32,000 Force, 48,000 Disintegration, 24,000 Wind, 24.000 Fire, 666 Radiation) 600,000 mile range (cone) Line of Sight. (line) Standard 1,786/half
· Hand 3,000d4 Force, +3,000d6 Disintegration, +1,500d6 Wind, +1,500d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort (48,000 Force, 72,000 Disintegration, 36,000 Wind, 36.000 Fire, 1,000 Radiation) Melee Touch
· Immolation 3,000d4 Force, +3,000d6 Disintegration, +1,500d6 Wind, +1,500d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort x4 (48,000 Force, 72,000 Disintegration, 36,000 Wind, 36.000 Fire, 1,000 Radiation) 600,000 mile range. radius Free 1,786/half
· Storm 500d4 Force, +500d6 Disintegration, +250d6 Wind, +250d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort (x4 damage Quantum Effect: 8,000 Force, 12,000 Disintegration, 6,000 Wind, 6.000 Fire, 167 Radiation) 600,000 mile range. radius Free -
· Strike 500d4 Force, +500d6 Disintegration, +250d6 Wind, +250d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort (x4 damage Quantum Effect: 8,000 Force, 12,000 Disintegration, 6,000 Wind, 6.000 Fire, 167 Radiation) Melee (bonus) Free
· Wrath (Gaze) 1,000d4 Force, +1,000d6 Disintegration, +500d6 Wind, +500d6 Fire, +Disintegration DC 1,786 Fort, +Radiation DC 1,786 Fort (x4 damage Quantum Effect: 16,000 Force, 24,000 Disintegration, 12,000 Wind, 12.000 Fire, 333 Radiation) Line of Sight range 600,000 mile range 1,786/none
Annihilating Effect (Ex): Strange Golems deal permanent damage to anything they touch. Enemies or objects not as dense as Strange Matter who are struck by it's blows, touched by it, deal damage to it, or destroy it are subject to the following:
· Blood 250d6x4 Permanent Damage (6,000) , DC 1,786/half
· Hand 1,500d6x4 Permanent Damage (36,000) Melee Touch, Melee Touch
· Immolation 1,500d6x4 Permanent Damage (36,000), 600,000 mile range. radius Free 1,786/half
Omega Effect (Ex): Strange Matter obliterates whatever it touches. Enemies or objects not as dense as Neutronium who are struck by it's blows, deal damage to it, or destroy it are subject to the following:
· Blood 250 Hit Dice annihilation, DC 1,786/half
· Hand 1,500 Hit Dice annihilation, Melee Touch
· Immolation 1,500 Hit Dice annihilation, 600,000 mile range. radius Free 1,786/half
Unearthly Effect (Ex): All Effect powers ranges are increased to the range of the Adjutant's Brilliant Aura, 600,000 Miles. Lines and ray effect powers have a range equal to line of sight. This coupled with Cosmic Consciousness gives effect power ray and lines Infinite range.
Cosmic Consciousness (Su): The Adjutant has unlimited range to it's sight and hearing.
Immunity to Magic (Ex): Adjutants are utterly immune to all forms of magic that allow a spell resistance
Dead Magic Zone (Su): All Magic except it’s spells, spell like and supernatural effects and the spells and effects of it’s allies cease to function within 2,500 ft of an Adjutant
Magnetar (Ex): Once an Adjutant has identified a target for termination it is inextricably linked to the Strange Golem and it cannot escape. No matter how fast the being moves, even manifold times the speed of light, the Adjutant moves relative to their two positions, even across time or dimensions. Treat as Spell Stowaway and tether attuned to any method of movement.
Astrophysical Spiral (Su): Each Round as a Free action the Adjutant may produce a spiraling wave of focused Cosmic Rays, this wave targets all foes within 1 Light Round (1,171,064 Miles) and deals 1000d10 Kinetic damage (bludgeoning, slashing, and piercing damage) 1000d1000 Divine and 1000d1,000 Divine Fire damage (average 2,010,000) with no save and deals 100 points of Radiation Damage to any foe without immunity to poison and ability damage, checks all foes as if they were caught in intense winds if they fail a DC 2,252 Reflex Save, and permanently blinds all foes who fail a DC 2,252 Fortitude Save
Relativistic Jet (Su): As a Standard Action on a round that the Adjutant does not use it’s Astrophysical Spiral, it may opt to fire a Relativistic Jet, a massive and terrifyingly powerful explosion of charged particles and atomized matter in a cone 1 Light Day (16,105,822,932 miles) wide, this blast can be fired both behind and in front of the Adjutant if it so chooses. This blast deals 2,000d1,000 Divine and 2,000d1,000 Divine Fire damage (Average 550,000) with no save, blasts foes who fail a Reflex Save of 2,252 back to the edges of the attack dealing 1,000,000d6 Kinetic (average 6,000,000 damage and 1,000,000d6 (average 6,000,000) extra falling damage if they hit a solid object, and disintegrates all foes who fail a DC 2,252 Fortitude Save
Obliteration (Ex): The Adjutant’s blows cause enemies to transform into Strange Matter, killing them instantly. This effect is constant and affects any item touched less than Orichalcum in density with a lesser effect on Orichalcum. Any enemy who is struck by any of the Adjutant’s unarmed strikes or who come into physical contact with the Strange Golem must make a DC 2,252 Fort Save or instantly lose 10 size categories, transform into Strange Matter and die or become utterly inert if not alive or undead. Orichalcum items or being lose 5 size categories and also transform into Strange Matter and die. Neutronium and higher materials are unaffected. This ability can effect Constructs, Items, Undead and other things not traditionally affected by Fortitude Saves.
Starquake (Ex): When destroyed or brought to negative health an Adjutant explodes into a massive blast like a Supernova releasing titanic amounts of energy in addition to it’s Atomic, Cosmic, Annihilating and Omega Immolations. The Blindness and Dazzling Effects are permanent. It deals the following:
· 5,000,000 Miles: Disintegration Fort DC 2,252, 5,000,000d6 Fire Damage (average 30,000,000), 10,000,000d6 (average 60,000,000) Kinetic (falling) damage +10,000,000 ft pushback, 1,000 Radiation, Blindness Fort DC 2,252
· 10,000,000 Miles: 2,500,000d6 Fire Damage (average 15,000,000), 10,000,000d6 (average 60,000,000) Kinetic (falling) damage +10,000,000 ft pushback, 1,000 Radiation, Blindness Fort DC 2,252
· 20,000,000 Miles: 10,000,000d6 (average 60,000,000) Kinetic (falling) damage +10,000,000 ft pushback, 1000 Radiation, Blindness Fort DC 2,252
· 30,000,000 Miles: 1,000,000d6 (average 6,000,000) Kinetic (falling) damage +1,000,000 ft pushback, 100 Radiation, Blindness Fort DC 2,252
· 40,000,000 Miles: 100,000d6 (average 600,000) Kinetic (falling) damage +100,000 ft pushback, 10 Radiation, Dazzled DC Fort 2,252
· 50,000,000 Miles: 10,000d6 (60,000) Kinetic damage +10,000ft pushback, Dazzled Fort DC 2,252
· 1 Light Year (5,878,625,370,000 Miles): 100d6 Kinetic damage (6,000 average) 1,000ft pushback, heavy planetary disturbances (global hurricanes and auroras, flash boiling of oceans, coronal mass ejection like effects, mass extinctions events, global pole shifts) Blinded Fort DC 225 for 100 Rounds, Permanent Dazzled effect.
· 10 Light Years (58,786,253,700,000 Miles) 1d6 Kinetic damage (6 average)10ft pushback, planetary disturbances (aurorae, windows shattered, electromagnetic disturbances, satellites damaged etc) Dazzled Fort DC 22 for 10 Rounds
Unreal Construction (Ex): Strange Matter Golems are fashioned by the greatest smiths in all the realms and other legendary golem masters and master magic users, they use d1,000s for health and always have maximum hp per hit dice, Adjutants always roll the best possible result when using Starflight and have a number of Divine, Cosmic, Transcendent and Omnific Abilities worked into their construction at the time of creation. (200 Divine Abilities worth)
Strange Matter Construction (Ex): Strange Matter Golems have a body made of pure Strange Matter, no two of which are exactly the same, thusly the basics may remain the same but in terms of body shape, structure, design and all relative abilities relating to those structural differences may vary wildly between Golems.
Sentience (Su): Strange Golems are created with an awakened mind, granting them the ability to gain classes and think for themselves. As they gain levels, they are granted bonus ability score points equal to ¼ their HD which can only be used to increase mental ability scores.
Hyperluminal (Ex): Adjutants move in a quantum hyperspace allowing them to move starting at the speed of light, 5,621,108,587 feet per round but doubling this speed every round as long as the Adjutant maintains attempting to fly as fast as possible.
Starflight (Ex): An Adjutant can reach any destination in the Multiverse in 3d20 (3) minutes
Transcendent Cozen (Su): The gravity around an Adjutant can steal Transcendent or lower abilities from an enemy with a successful use of it's Accretion or Grab abilities. It must succeed on a grapple attempt or succeed with it's Accretion ability to use this ability. The enemy must make a DC 2,252 Will Save or lose one ability of up to Transcendent level of the Golem's choice. It may store up to 200 abilities in this fashion.
Spells (Sp): An Adjutant is a level 1,000 Cleric granting them incredible divine magic. They can cast a nearly limitless amount of basic spells and 100 Epic Spells per day.
(Will do spells and get the rest of it's div abilities and such done later, sorry lol.)