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Gilded Golem

This lumbering construct of gilded metal rears up into a humanoid form, the enormous radiant furnace replacing its head tracking movement with mechanical curiosity.
 

Special Abilities

Alloyed (Ex) A gilded golem’s slam attacks count as adamantine, cold iron, and silver for the purpose of overcoming damage reduction.   Coruscating Beam (Ex) As a swift action, the golem’s furnace-head emits a line-shaped beam of nine shimmering, intertwined, multicolored rays of light up to a range of 100 feet. Each beam has a different power. Creatures in the line of fire with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the line is randomly struck by one or more rays, which have additional effects. Roll 1d10 to determine which rays affect a creature struck by the coruscating beam.   1 | Blue Shaken and sickened, as the prediction of failure spell (Will DC 21 negates).
2 | Green All magical effects and magic items are disjoined, as the mage's disjunction spell (Will DC 21 negates).
3 | Orange Transformed into a newt, as the baleful polymorph spell (Fortitude DC 21 negates).
4 | Violet Poison (Kills; Fort DC 21, take 1d6 points of Con damage instead).
5 | Magenta Sent to a lower plane, as the plane shift spell (Will DC 21 negates).
6 | Yellow Rendered insane, as the insanity spell (Will DC 21 negates).
7 | Black Gain 4 temporary negative levels (Fortitude DC 21 negates).
8 | Red Turned to stone, as the flesh to stone spell (Fortitude DC 21 negates).
9 | Indigo Take 80 points of electricity damage (Reflex DC 21 for half).
10 | Struck by two rays Roll twice more, ignoring any “10” results.   The golem’s furnace can hold reserve power for up to 3 beams before recharging—recharging all beams is a full-round action for the golem, who must remain immobile in bright sunlight while recharging.   Immunity to Magic (Ex) A gilded golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.  
  • Any spell with the light descriptor that targets a gilded golem causes it to move and attack quickly for 1d6 rounds, as if under the effects of haste. The golem also immediately recharges one charge of coruscating beam.
  • Any spell with the darkness descriptor that targets a gilded golem causes it to move and attack slowly for 1d6 rounds, as if under the effects of slow (no save). The golem also immediately loses one charge of coruscating beam.
 

Construction

A gilded golem is built from 3,000 pounds of adamantine, brass, cold iron, gold, and mithral. CL 17th; Price 220,000 gp   Requirements Craft Construct, geas/quest, limited wish, secret chest and prismatic spray; Special creator must be caster level 18th; Skill Craft (siege engine) and Knowledge (engineering) DC 25; Cost 122,500 gp.  

Ecology

Environment any land Organization solitary or pair Treasure none   A gilded golem’s internal workings are a mechanical enigma; by all measures of engineering, the gears and gems aphazardly stuffed into its chest should not give it motion, yet they do, powered by sunlight, inert metal cajoled into warmth and obedience by a sorcerer’s whimsy. The 15 feet tall constructs are often employed to guard locations precious to House Magia; they will usually not attack unless ordered to by their creator, or if they or their charge are threatened. The pride and joy of Reveria's golem-smiths, they have been fielded in war only once, their iridescent volleys unleashing incredible mayhem on the battlefield.

Gilded Golem CR 15
XP 51,200
N Huge construct
Init +10; Senses darkvision 60 ft., low-light vision; Perception +2  
DEFENSE
AC 32, touch 14, flat-footed 26 (+6 Dex, +18 natural, -2 size)
HP 161 (22d10+40)
Fort +7, Ref +12, Will +8
DR 15/adamantine; Immune construct traits, magic  
OFFENSE
Speed 30 ft.
Melee 2 slams +32 (4d8+12)
Space 15 ft.; Reach 15 ft.
Special Attacks coruscating beam  
STATISTICS
Str 34, Dex 22, Con —, Int —, Wis 15, Cha 2
Base Atk +22; CMB +32; CMD 49
Feats Improved Initiative
SQ alloyed
Geographic Distribution
"See that, kid? The heads on those things? Each ray, it represents one of our bloodlines. The blue? That's Astralis’s work. Divination magic, weaves a knot of fear in your gut you can't shake. Atrum, that's the green one, can shatter magical shields like they're parchment. That wench with the newt? Named it after Isarne's orange ray. It turns folks into those slimy critters. Always had a taste for the classics, that one. Nyx, they have a simple poison, violet. Just death. No appeals. Pyrebind's magenta ray is a nightmare, swallows you up, sends you straight to hell. Reveria's got a yellow one, steals your wits, just like that. Thanat, their power’s in the black ray, leaches life out of you. Vritra, the red rays? They petrify you. You can still stumble upon those stone husks in the fields. Zephyros, they’ve got the indigo. Sends bolts of lightning through plate like it's cloth. We stood there, kid, watching them rip through the enemy. Basil's casters didn't stand a chance. We were just apprentices, but that day, we knew we were safe behind those rattling monsters.
 
- Merek the Grim, Veteran of the Great War.