Golem, Magnetite

This vaguely humanoid mass of polished black metal lumbers forward, with all manner of metallic objects clinging to its body.
 

Golem, Magnetite (CR 10)

Large Construct
Alignment: Neutral
Initiative: -1
Senses: Darkvision 60 feet, Low-Light Vision; Perception +1
Aura: magnetic field (30 feet)
  Speed: 20 feet
Space: 10 feet
 

Defense

Armor Class: 24, touch 8, flat-footed 24 (-1 Dex, +16 natural, -1 size)
Hit Points: 101 (13d10+30)
Saving Throws: Fort +4, Ref +3, Will +5
Damage Reduction: 10/adamantine
Immunity: construct traits, magic
 

Offense

Melee: 2 slams +20 (2d10+8 plus inescapable grip and magnetic Disarm)
Reach: 10 feet
  Special Attacks: inescapable grip, magnetic disarm
 

Statistics

StrDexConIntWisCha
27 (+8) 9 (-1) - - 12 (+1) 1 (-5)
Base Attack Bonus: +13
CMB +22 (+26 Grapple)
CMD 31
  Feats:
  Skills:
  Languages:
 

Special Abilities

Immunity to Magic (Ex)

A magnetite golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
  • Any spell that deals fire damage instead disables a magnetite golem's inescapable grip, magnetic disarm, and magnetic field for 1d4 rounds, with no saving throw.
  • A magical attack that deals electricity damage heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A magnetite golem receives no saving throw against electricity effects.

    Inescapable Grip (Ex)

    Whenever a magnetite golem hits a metallic creature or a creature wearing metal armor with its slam attack, it attempts to grapple the creature as a free action that doesn't provoke an attack of opportunity. If a magnetite golem successfully grapples such a creature, it partially adheres to the golem's body, and the golem needs only one arm to maintain the grapple. In these instances, a magnetite golem may still make a single slam attack on its turn with its remaining arm.

    Magnetic Disarm (Su)

    Whenever a magnetite golem hits a creature wielding a metal weapon with its slam attack, it attempts to disarm the weapon as a free action that doesn't provoke attacks of opportunity. If the golem successfully disarms a metal weapon, the weapon sticks to the golem's magnetic body rather than dropping to the ground. The golem is considered to have possession of the weapon, and the weapon must be retrieved using a disarm combat maneuver.

    Magnetic

    Field (Su) A magnetite golem is surrounded by a magnetic field, which pulls all metallic creatures and objects toward it. At the start of a magnetite golem's turn, as a free action that doesn't provoke attacks of opportunity, the golem attempts a combat maneuver check against every creature within 30 feet that is connected to a piece of metal. Affected creatures include (but are not limited to) metallic creatures, creatures wearing metal armor, and creatures wielding metal weapons. If the golem succeeds at its combat maneuver against a creature, the affected creature is pulled 10 feet closer to the golem, and can't move away from the golem during its next round. The magnetic field is stronger than gravity, and can pull creatures off the ground. This movement doesn't provoke attacks of opportunity. Unattended Large or smaller metal objects automatically travel toward magnetite golem at a rate of 10 feet per round. This magnetism is supernatural in nature and affects all metal objects.

 

Ecology

Environment: Any
Organization: solitary or gang (2-4)
Treasure: incidental (metal objects stuck to the golem)

  Though softer than iron golems-upon whom their design is based-and problematic in most industrial settings, magnetite golems still prove to be useful, specialized constructs for both security and salvage. A magnetite golem's humanoid body is made of magnetite, a naturally magnetic mineral. A magnetite golem mindlessly obeys its creator's instructions, and, like most golems, shrugs off the most devastating magical assaults. To complicate matters, a magnetite golem emits a magnetic field, which forcefully pulls metallic objects closer-including creatures holding metal weapons or clad in metal armor. Once within range, metal-bearing opponents find it difficult to pull themselves away. Magnetite golems specialize in grappling and disarming creatures that rely on metal equipment. Magnetite golems are usually about 9 feet tall and weigh approximately 1,500 pounds.
  Ecology
  Magnetite golems prove tricky to build for even experienced golem crafters. Because of the sheer amount of magnetite required for their construction, these golems must be constructed in specially designed workshops with brass, stone, or wooden tools. While magnetite golems are invaluable in specific circumstances, they are equally inconvenient in other instances. Due to the golems' magnetic fields, small metal bits constantly fly toward them and cling to their bodies, perpetually covering them in metal detritus-chains, fittings, scrap metal, and the occasional tool or weapon. A golem's owner must regularly pry off such debris, lest the clinging metal clog the construct's joints. Additionally, the golem's magnetic field prohibits using any kind of mundane metal objects (like basic tools, locks, or nails) nearby. Due to this, wealthy individuals in the market for golems usually purchase iron, stone, or wood golems. However, in the rare cases in which a magnetite golem is the perfect tool for the job, it proves a devastatingly effective weapon.
  Habitat & Society
  Magnetite golems have existed on Golarion for many millennia. Explorers delving into Thassilonian ruins occasionally come across these hulking guardians. In Edasseril, the Thassilonian nation tied to the sin of envy, some powerful wizards commanded magnetite golems and delighted in the constructs' ability to seize their foes' prized possessions. Because of the unique difficulties associated with the crafting of magnetite golems, the production of new specimens is a rare event. Only a few workshops-such as Magnimar's famous Golemworks or the forges of Quantium-have the resources necessary to create these golems.
  Most magnetite golems toil as guardians. A few individuals use magnetite golems for private security, including particularly wealthy alchemists and mages who wish to protect nonmetallic caches of alchemical reagents, artwork, spell components, or tomes. A few jealous warlords even protect their legendary armor or weapons by attaching them to the backs of magnetite golem guardians. For eccentrics who work exclusively with glass, paper, or wood, magnetite golems are ideal companions. Magnetite golems are sometimes tasked to guard lightly trafficked areas that hold objects of cultural, historical, or material value, such as spacious tombs or far-flung libraries.
  A few paranoid aristocrats and wealthy thieves' guilds station magnetite golems at their visitor's entrances, as the inexorable pull of the golems' auras reveals even the most thoroughly hidden weapons. Individuals with substantial wealth may also station magnetite golems in secret passageways leading to their hidden vaults. Even if a magnetite golem fails to notice an intruder, its magnetic aura still pulls the intruder and her metallic gear closer. The thundering crash of metal objects striking the golem conveniently alerts other nearby guardians.
  Construction
  A magnetite golem's body is sculpted from 1,500 pounds of pure magnetite, smelted with rare oils worth 5,000 gp.
  MAGNETITE GOLEM CL 13th; Price 90,000 gp
  Construction
  Requirements Craft Construct, geas/quest, limited wish, reverse gravity, telekinesis, creator must be caster level 13th; Skill Craft (armor) or Craft (weapons) DC 18; Cost 47,500 gp

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