Before you stands a hulking behemoth of metal. A large crank-handle and keyhole protrude from the front of its speherical safe of body.
- Built by someone to protect valuable objects
- Instead of protection location they're kept, it moves with them.
- Recognizes a master to let him/her get close enough to unlock safe
CR 10 Size Large Initiative +2 Senses Low-light vision, Darkvision 60', +0 Perception --Defense-- AC 26, touch 12, flat-footed 23 (+3 dex, +13 natural, -1 size) HP 110 (13d10 +30) Fortitude +4, immune to anything that wants it, unless it works on objects Reflex +7 Will +4 DR 10/adamantine and bludgeoning Construct immunities Magic immunity (see below) --Offense-- Speed 30ft Melee 2 slams +21 (2d8+8 bludgeoning) Space/Reach 10' / 10' --Statistics-- Str 26 (+8), Dex 16 (+3), Con -, Int -, Wis 10 (0), Cha 1 (LOL) Base Atk +13 CMB +21 CMD 35 --Special Abilities-- Magic Immunity: A Valut Golem is immune to any spell that allows Spell Resistance, except as noted: - A lightning bolt spell removes effects of overheating and causes a Vault Golem to gain Haste for 2 rounds. - Any effect that causes the Vault Golem to heat gives it the Overheat condition described below. - Spells that cause metal to rust affect a Vault Golem normally Overheat: If exposed to extreme temperatures such as a furnace or a Heat Metal spell, a Vault Golem will begin to overheat, slowing its movement. - -6 penalty to dex - movement penalty - Lasts 2 rounds after heat is removed Cargo: If a Vault Golem is destroyed by massive damage, fire, or explosion there is a 75% chance that its contents are destroyed. If the Vault Golem is immobilized or otherwise disabled, you can attempt to pick the lock. DC is 36 to pick the lock.
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