Coldsnap

Recovered and refurbished by Durekh Deeprune and his clan, this golem was found in an Imaskari ruin at the bottom of the Lorosfyr Abyss, just south of where the Deeprune Clan is settled in the underdark. He and his clan made a few changes to it over the years, and as such it possesses a few unique traits normally not found among constructs of its type.

Unique Greater Shadesteel Golem CR 16
N Large Construct (Extraplanar)
Init +2; Senses Darkvision 120 ft. superior low-light vision; Spot +10, Listen +10
Languages understands Common, doesn't speak, telepathy 120 ft.

DEFENSE
AC 33, touch 11, flat-footed 31
  (–1 size, +2 Dex, +22 natural)
HP 300 (27d10+30)
Fort +9, Ref +11, Will +9
DR 15/magic and adamantine; Immune construct traits, cold, magic (see text)

OFFENSE
Speed 30 ft. (6 squares); fly 60 ft. (perfect)
Melee 2 slams +31/+26/+21 (2d10+12)
Space 10 ft.; Reach 10 ft.
Base Atk +20; Grp +36
Atk Options Piercing Cold Wave

STATISTICS
Str 34, Dex 14, Con --, Int --, Wis 11, Cha 7
Bonus Feats Improved Rapidstrike (slam), Rapidstrike (slam)
Skills Hide +10, Move Silently +18
SQ construct traits, shadow blend

SPECIAL ABILITIES
 Piercing Cold Wave (Su): This particular shadesteel golem can radiate a burst of inky black cold as a free action every 1d4+1 rounds. The wave drains away heat within 40 feet of the golem, dealing 12d6 points of piercing cold damage. A DC 23 Fortitude save halves the damage; the save DC is Constitution-based.
  Immunity to Magic (Ex): A shadesteel golem is immune to any spell, supernatural ability, or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical effect that has the light descriptor (such as continual flame) causes the golem to speed up as if affected by the spell haste for 2d4 rounds. The golem is also hasted whenever it is subject to a positive energy effect, such as the turning attempt of a cleric. This might happen if the cleric has mistakenly identified the creature as a nightwalker or other undead, or if the golem is standing near undead.
If a shadesteel golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem ishealed of 1 point of damage per level of the spell.
  Shadow Blend (Su): In any condition of illuminationother than full daylight, a shadesteel golem can disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.

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