Potent Shadesteel Golem

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Potent Shadesteel Golem

HD: 18d10 +20 +180 (299 hp)

Initiative: +3

Speed: 60, Fly 60(perfect)

AC: 62(+12 Dex, +8 Ins, +8 Luck, +24 Nat), Touch: 38

BAB/Grapple: +13/+29

Attack: Slam +42 melee (2d6+32)

Full Attack: 2 Slams +42 melee (2d6 +32)

Space/Reach:5/5

Special Attacks: Negative Pulse Wave, 20d6, 40 foot spread, Fort DC 19 half, heals undead, every 1d4+1 rounds

Special Qualities: Construct traits, damage reduction 26 adamantine and magic, Darkvision 60ft, low-light vision, ER 8/-, SR infinite, Fast Healing 20

Saves: Fort:+14, Ref:+26 ,Will:+23

Abilities:Str:42,Dex:34,Con:-, Int:-,Wis:29,Cha:8

Skills:Hide:+24, Move Silent: +25

Feats: Weapon Focus, Blind-Fighting, Dire Charge

Environment: Any

Organization:Solitary

CR:21

Treasure: None

Alignment: Always N

Advancement:-

Level Adjustment:-


Ancient relic of the thundering cradle forges of a long-doomed nation, the Potent Shadesteel Golem is a testament to the dread skill of its makers. Shadesteel is made of the very stuff of shadow, alloyed with argent and mithril, and animated as a deadly engine of destruction by vast and potent magics.

A Potent Shadesteel Golem is always cloaked in shadow, as it is connected to the Plane of Shadow by the shadowstuff in its metallic bones. Unlike most golems, this one is eerily silent and uncannily quick and deadly. It's incredible armor class, perfect spell resistance, heavy DR, huge Fast Healing, and point-blank Pulse Wave makes it the ideal weapon to plunge into the midst of its foes, and it is usually ordered to us its Dire Charge ability and awesome speed and manueverabilty to deadly effect.

These lethal constructs are often paired with undead, and such undead almost always include shadows. The appearance of a Potent Shadesteel Golem closely resembles Shadows, and it can be difficult to seperate it from its incorporeal allies. Even better, the Potent Shadesteel Golem uses its Pulse Wave to both damage its foes and heal its allies.

Order of attack:

First round: Move within 30 feet and wait. This allows the undead allied with it to attack first.

Second round: Dire Charge the central foe, use Negative Pulse Wave, and full attack with two slams.

Third Round: If still has targets, slam twice. If not, Dire Charge ten or more feet(using speed and perfect flight) and slam twice. If not able to charge, move and slam once.

Fourth Round: Continue slamming and charging until Negative Pulse Wave recharges, rinse and repeat.



These mighty constructs were placed by the builders of the facility, as they were considered useless for use in the Nightmare Wars (too weak). It is likely that their Shadesteel construction is the source of the horriffic infestation of Shadows that overruns the facility now.

Completely mindless, they have a comprehensive set of sophisticated instructions leftover from their original builders. The Mighty Drowned which also haunts this place used to have a command phrase for these behemoths, but forgot it centuries ago, after issuing some confusing and random directives to the Golems.

These devices look exactly like the Shadows, until combat starts.

As a note, any of these devices destroyed inside the facility will eventually be repaired and reformed by the eldritch power of The Channel nearby(1d8 days). If they leave the facility(which none of them are programmed to do in any cases) they lose their Potent template.