KingOfChaos
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Golem, Arcane
Large Construct (Incorporeal)
Hit Dice: 17d10 +17 (116 hp)
Initiative: +6
Speed: Fly 60 ft. (12 squares)
Armor Class: 19 (+6 dex, +3 cha)
Base Attack/Grapple: +12/+20
Attack: Slam +16 melee (2d6+4)
Full Attack: 2 Slams +16 melee (2d6+4) and Force Missiles (3d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Anti-Magic Net, Thunderous Roar, Force Missiles
Special Qualities: Magic Immunity, Incorporeal Traits, Construct Traits, Dark Vision 60 ft.
Saves: Ref +9, Fort +5, Will +9
Abilities: Str 20, Dex 18, Con –, Int –, Wis 18, Cha 17
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: See text
Level Adjustment: --
The arcane golem is a bit of a maverick among constructs since it is not composed of any physical material, but created from the very mind of the wizard or sorcerer that crafted it in the first place. The actual physical body of the arcane golem is nothing more than a 1 ft. piece of enchanted adamantine that is branded and embedded through great heat into the sternum of its owner’s chest. Though a very painful experience, the constant protection of such a powerful guardian is often worth it in the long run. The golem’s manifestation is abrupt and wondrous to behold as it appears a great ghost of azure magic explodes from the chest of the controller to stand in front of them protectively.
An arcane golem appears as a featureless humanoid standing about 15 ft. tall. Its form is wispy and insubstantial like the form of a ghost, but a constant flow of azure energy bolts through its body in a coruscating crackle of magical power. Halos of magical light surround the golem’s oversized fists which appear to be the creature’s only solid body part. This is so it can pound its owner’s enemies to dust should it be called to do so.
Arcane golems are unintelligent and only understand the simple commands of their creator. They will not attempt to communicate with any creature and possess no means of doing so.
Combat: An arcane golem will normally start battle with its thunderous roar ability, often stunning most melee combatants and rendering spellcasting enemies unconscious. If this is unsuccessful, it can be ordered to throw its impressive anti-magic nets over enemies to prevent them from using magical items or spells until they can free themselves. Against ranged opponents, it will launch one volley or force missiles after another until the threat has ceased or its incorporeal form as been destroyed. It will then bash with its force created fists anyone left standing.
Thunderous Roar (Su): The arcane golem can let loose a powerful roar which sends concussive force and anti-magic energy outward from it in a medium sized cone area (100 ft. + 10 ft. per level of its creator). Any creatures within this area must roll a Will save (DC 21) or be stunned for 1d4 rounds. Characters with spell’s memorized or who possess spell-like abilities must also roll a Fortitude save (DC 21) or be knocked completely unconscious for 1d4 minutes as their magic is struck a powerful blow. The arcane golem can let loose this thunderous roar every 1d4 rounds. The golem’s creator is immune to its creation’s thunderous roar but isn’t immune to the thunderous roar of arcane golems which it does not control.
Anti-Magic Net (Sp): The arcane golem can fling energy nets crafted from anti-magic energy onto any foes within 20 ft. of it. The nets cover an area of 20 ft. and are square in shape. A creature may roll a reflex save (DC 21) to avoid being covered by the net. Creatures who fail this save are unable to cast spells, use magical items, spell-like abilities or any other magical effect as if they were the target of an Anti-Magic Shell spell. Existing spell effects are completely suppressed for the entire combat or until the arcane golem ‘dies’, after which the nets fade from existence.
Force Missiles (Sp): The arcane golem can emit three force missiles from its head per round to strike one creature unerringly. These missiles are similar to Magic Missiles, but they explode on contact, dealing half their damage to all creatures within 5 ft. of the struck creature. The main creature attacked takes the full 3d6 points of damage and falls prone if a reflex save is failed (DC equal to damage caused by the attack). Treat this as a trip attack which does not provoke an attack of opportunity on the arcane golem.
Magic Immunity (Ex): The arcane golem is immune to all spells, spell-like abilities, and supernatural abilities except as follows: Dispel Magic, Dispelling Screen (if the golem’s creator walks through it) and Greater Dispel Magic stun the arcane golem for 1 round if targeted on the golem’s creator. A knowledge (arcana) skill check (DC 30) allows any character with the skill to realize the golem is actually projecting from the owner and that attacks on the owner would probably be better than attempting to attack the golem itself.
Manifesting an Arcane Golem: Manifesting an arcane golem from your body is exhausting. Doing so makes the creator fatigued for 1d4 rounds afterward and takes a full round action to do. Additionally, its similar to casting a spell and requires verbal, somatic, and an arcane focus components (the arcane focus being the breast plate). An arcane golem cannot be summoned from the owner if they cannot move their arms or speak. An arcane golem cannot be manifested in an area of anti-magic or a dead magic area.
Symbiosis: Whenever the creator/owner of the arcane golem gains a level, the arcane golem also gains an additional hit point.
Construction: The arcane golem’s actual body is a piece of adamantine that is enchanted and then burnt into the sternum bone of its creator’s chest. The adamantine piece itself costs 1,000 GP, but the prismatic ink (created from various powerful dragons) costs 20,000 GP. per ounce and it takes 6 ounces to craft the runes necessary to create the golem. Additionally, a adamantine diamond chipped chisel and a mithril hammer is needed to carve the various runes into the difficult alloy. These cost an additional 2,000 GP to buy and/or craft. Assembling the breast piece takes a craft (armorsmithing) check (DC 25), When applied to the chest of the owner, the owner takes a permanent 1d6 hit point loss as the foreign object is added permanently to his or her anatomy. A 9th level spell slot must be permanently expended to create the manifestation of the golem’s form.
CL 17th; Craft Construct, dispel magic, great shout, improved magic missile, geas/quest, limited wish, polymorph any object, caster must be at least 17th level; Price 246,000 gp; Cost 123,000 gp + 4,920 XP
Large Construct (Incorporeal)
Hit Dice: 17d10 +17 (116 hp)
Initiative: +6
Speed: Fly 60 ft. (12 squares)
Armor Class: 19 (+6 dex, +3 cha)
Base Attack/Grapple: +12/+20
Attack: Slam +16 melee (2d6+4)
Full Attack: 2 Slams +16 melee (2d6+4) and Force Missiles (3d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Anti-Magic Net, Thunderous Roar, Force Missiles
Special Qualities: Magic Immunity, Incorporeal Traits, Construct Traits, Dark Vision 60 ft.
Saves: Ref +9, Fort +5, Will +9
Abilities: Str 20, Dex 18, Con –, Int –, Wis 18, Cha 17
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: See text
Level Adjustment: --
The arcane golem is a bit of a maverick among constructs since it is not composed of any physical material, but created from the very mind of the wizard or sorcerer that crafted it in the first place. The actual physical body of the arcane golem is nothing more than a 1 ft. piece of enchanted adamantine that is branded and embedded through great heat into the sternum of its owner’s chest. Though a very painful experience, the constant protection of such a powerful guardian is often worth it in the long run. The golem’s manifestation is abrupt and wondrous to behold as it appears a great ghost of azure magic explodes from the chest of the controller to stand in front of them protectively.
An arcane golem appears as a featureless humanoid standing about 15 ft. tall. Its form is wispy and insubstantial like the form of a ghost, but a constant flow of azure energy bolts through its body in a coruscating crackle of magical power. Halos of magical light surround the golem’s oversized fists which appear to be the creature’s only solid body part. This is so it can pound its owner’s enemies to dust should it be called to do so.
Arcane golems are unintelligent and only understand the simple commands of their creator. They will not attempt to communicate with any creature and possess no means of doing so.
Combat: An arcane golem will normally start battle with its thunderous roar ability, often stunning most melee combatants and rendering spellcasting enemies unconscious. If this is unsuccessful, it can be ordered to throw its impressive anti-magic nets over enemies to prevent them from using magical items or spells until they can free themselves. Against ranged opponents, it will launch one volley or force missiles after another until the threat has ceased or its incorporeal form as been destroyed. It will then bash with its force created fists anyone left standing.
Thunderous Roar (Su): The arcane golem can let loose a powerful roar which sends concussive force and anti-magic energy outward from it in a medium sized cone area (100 ft. + 10 ft. per level of its creator). Any creatures within this area must roll a Will save (DC 21) or be stunned for 1d4 rounds. Characters with spell’s memorized or who possess spell-like abilities must also roll a Fortitude save (DC 21) or be knocked completely unconscious for 1d4 minutes as their magic is struck a powerful blow. The arcane golem can let loose this thunderous roar every 1d4 rounds. The golem’s creator is immune to its creation’s thunderous roar but isn’t immune to the thunderous roar of arcane golems which it does not control.
Anti-Magic Net (Sp): The arcane golem can fling energy nets crafted from anti-magic energy onto any foes within 20 ft. of it. The nets cover an area of 20 ft. and are square in shape. A creature may roll a reflex save (DC 21) to avoid being covered by the net. Creatures who fail this save are unable to cast spells, use magical items, spell-like abilities or any other magical effect as if they were the target of an Anti-Magic Shell spell. Existing spell effects are completely suppressed for the entire combat or until the arcane golem ‘dies’, after which the nets fade from existence.
Force Missiles (Sp): The arcane golem can emit three force missiles from its head per round to strike one creature unerringly. These missiles are similar to Magic Missiles, but they explode on contact, dealing half their damage to all creatures within 5 ft. of the struck creature. The main creature attacked takes the full 3d6 points of damage and falls prone if a reflex save is failed (DC equal to damage caused by the attack). Treat this as a trip attack which does not provoke an attack of opportunity on the arcane golem.
Magic Immunity (Ex): The arcane golem is immune to all spells, spell-like abilities, and supernatural abilities except as follows: Dispel Magic, Dispelling Screen (if the golem’s creator walks through it) and Greater Dispel Magic stun the arcane golem for 1 round if targeted on the golem’s creator. A knowledge (arcana) skill check (DC 30) allows any character with the skill to realize the golem is actually projecting from the owner and that attacks on the owner would probably be better than attempting to attack the golem itself.
Manifesting an Arcane Golem: Manifesting an arcane golem from your body is exhausting. Doing so makes the creator fatigued for 1d4 rounds afterward and takes a full round action to do. Additionally, its similar to casting a spell and requires verbal, somatic, and an arcane focus components (the arcane focus being the breast plate). An arcane golem cannot be summoned from the owner if they cannot move their arms or speak. An arcane golem cannot be manifested in an area of anti-magic or a dead magic area.
Symbiosis: Whenever the creator/owner of the arcane golem gains a level, the arcane golem also gains an additional hit point.
Construction: The arcane golem’s actual body is a piece of adamantine that is enchanted and then burnt into the sternum bone of its creator’s chest. The adamantine piece itself costs 1,000 GP, but the prismatic ink (created from various powerful dragons) costs 20,000 GP. per ounce and it takes 6 ounces to craft the runes necessary to create the golem. Additionally, a adamantine diamond chipped chisel and a mithril hammer is needed to carve the various runes into the difficult alloy. These cost an additional 2,000 GP to buy and/or craft. Assembling the breast piece takes a craft (armorsmithing) check (DC 25), When applied to the chest of the owner, the owner takes a permanent 1d6 hit point loss as the foreign object is added permanently to his or her anatomy. A 9th level spell slot must be permanently expended to create the manifestation of the golem’s form.
CL 17th; Craft Construct, dispel magic, great shout, improved magic missile, geas/quest, limited wish, polymorph any object, caster must be at least 17th level; Price 246,000 gp; Cost 123,000 gp + 4,920 XP
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