Awakened Shadesteel Golem



AWAKENED GREATER SHADESTEEL GOLEM CR 14?
N Large Construct (Extraplanar);
Init +2; Senses darkvision 120 ft.,
superior low-light vision, Listen +44, Spot +44;
Languages Common, Undercommon, plus any 13 others;

DEFENSE
AC 33, touch 11, flatfooted 31 (-1 size, +2 Dex, +22 natural);
hp 205 (27d10+30+27);
Fort +9, Ref +11, Will +18;
DR 15/adamantine and magic;
Defensive Abilities Magic Immunity;
Resist acid 5, cold 30, electricity 30, fire 30, sonic 5
Immune construct traits;

OFFENSE
Speed 30 ft., fly 30 ft. (perfect);
Space 10 ft.; Reach 10 ft.;
Base Atk +20; Grp +36;
Typical Full Melee unarmed strike +31/+26/+21/+16 (3d6+4d8+18)
    and 2 slams +31/+26/+21 (4d8+6);
Special Attacks Negative Pulse Wave;

STATISTICS
Str 34, Dex 14, Con Int 36, Wis 36, Cha 36;
Feats Ability Focus [Negative Energy Wave], Beast Strike, Darkstalker, Hammer Fist, Improved Multiattack, Improved Natural Attack [slams], Improved Rapidstrike [slams], Improved Toughness, Improved Unarmed Strike, Rapidstrike [slams], Superior Unarmed Strike, Multiattack; (1 more feat needed)
Skill Tricks Collector of Stories;
Skill Ranks Balance 5 ranks, Bluff 8 ranks, Concentration 30 ranks, Escape Artist 15 ranks, Hide 30 ranks, Knowledge (any 11) 15 ranks, Listen 30 ranks, Move Silently 30 ranks, Psicraft 15 ranks, Search 15 ranks, Sense Motive 15 ranks, Spellcraft 15 ranks, Spot 30 ranks, Tumble 20 ranks, Use Magic Device 25 ranks;
Synergy +3 Balance, +2 Disguise (to act), +8 Diplomacy, +3 Gather Information, +2 Intimidate, +3 Jump, +2 Sleight of Hand, +3 Spellcraft, +4 Spellcraft (with scrolls), +3 Survival, +3 Use Magic Device (with scrolls);
Racial +12 Hide, +16 Move Silently;
Size Modifiers -4 Hide, +4 Intimidate;
SQ Shadow Blend

ABILITIES
Magic Immunity (Ex): A shadesteel golem is immune to any effect that allows spell resistance, with exceptions as noted below.
    Any spell or effect with the light descriptor or using positive energy, that would normally affect a shadowsteel golem directly, causes the golem to speed up as if affected by haste for 2d4 rounds. Any spell or effect with the darkness or shadow descriptor that would normally affect a shadesteel golem directly, instead heals it for number of hit points equal to its effective spell level. These benefits occur only once for any given spell or effect, regardless of its duration.
Negative Pulse Wave (Su): The shadesteel golem can radiate a burst of inky black negative energy as a free action every 1d4+1 rounds. The pulse deals 12d6 damage to all living creatures within 40 feet of the golem (Fort DC 25 half). Undead creatures within the area are instead healed of 12d6 points of damage, and any turning effect they are under is broken. A death ward or similar effect can protect a creature from this ability. The save for this ability is Constitution-based.
Shadow Blend (Su): In any conditions other than full daylight, a shadesteel golem can disappear into the shadows, giving it total concealment. Artificial illumination, even a lightor continual flame spell, does not negate this ability, but a daylight spell will.

NOTES
Note A spellcaster with at least 4 levels in the dweomerkeeper prestige class (CD), and the capability of casting awaken construct (SpC 21) in tandem with the Intensify Spell epic feat, is required to produce this creature.
Note Energy resistances were added to the golem, with consideration to its material composition compared to that of living flesh.

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