Steel Golem: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 15
| Max-CR = 23


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Heavy
| Role | Heavy
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Slirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Restrict-Role-Skirmisher = Y
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Steel Golems are massive things, although usually not as bulky as an Iron Golem.  It is very possible to confuse a Steel Golem with an Iron Golem by sight, although if you can get close enough to give one a tap with a hammer, Steel Golems produce a fine, clear tone, while Iron Golems produce more of a dull, muddier sound.
| Description | '''''This monster frequently has the Heavy role, but may be set to other roles if desired.'''''


:Granted, getting close enough to tap a steel golem usually means its either guarding you, its decided your presence is okay according to its programming, or it is already trying to kill you....
Steel Golems are massive things, although usually not as bulky as an Iron Golem.  It is very possible to confuse a Steel Golem with an Iron Golem by sight, although if you can get close enough to give one a tap with a hammer, Steel Golems produce a fine, clear tone, while Iron Golems produce more of a dull, muddier sound.


:Steel Golems are completely mindless, as are many constructs, but they have a very, very sophisticated set of instructions, befitting their higher standards of construction. Sadly, unlike basic Stone Golems, and Iron Golems, Steel Golems are often vanity projects, a statement of their Creator's skill and artistry. As a result, they are often quite ornate in decoration, and that same elaborate care is usually lavished on their instructions. This means that Steel Golems do not have much in the way of predictable actions, and are likely to switch from one course of actions to another with no easily predictable pattern.
Granted, getting close enough to tap a steel golem usually means its either guarding you, its decided your presence is okay according to its programming, or it is already trying to kill you....


:When used in households and the like, this makes Steel Golems very useful indeed.  But in military situations, when a general needs a sturdy siege-breaker, he doesn't want it to suddenly hare off at a right angle to the battle plan and start a flanking maneuver. As a result, Steel Golems built for armies tend to be a lot more straightforward than ones built for the commercial market.
Steel Golems are completely mindless, as are many constructs, but they have a very, very sophisticated set of instructions, befitting their higher standards of construction. Sadly, unlike basic Stone Golems, and Iron Golems, Steel Golems are often vanity projects, a statement of their Creator's skill and artistry. As a result, they are often quite ornate in decoration, and that same elaborate care is usually lavished on their instructions. This means that Steel Golems do not have much in the way of predictable actions, and are likely to switch from one course of actions to another with no easily predictable pattern.


:Of course, there is no way of knowing how a Steel Golem is constructed, unless you're the owner, maker, or a survivor of its attack.
When used in households and the like, this makes Steel Golems very useful indeed.  But in military situations, when a general needs a sturdy siege-breaker, he doesn't want it to suddenly hare off at a right angle to the battle plan and start a flanking maneuver. As a result, Steel Golems built for armies tend to be a lot more straightforward than ones built for the commercial market.


:Due to the complexity of their instructions, many Steel Golems have 'gone rogue', as they begin stringing together instructions in ways their maker never expected them to.  
Of course, there is no way of knowing how a Steel Golem is constructed, unless you're the owner, maker, or a survivor of its attack.


:Steel Golems are made of fine, clean, high-grade steel, and lots of it, as they weigh several tons. They are extremely durable, as you might expect, and while their form is widely variable (there have been steel golems in the shape of huge dogs, fanciful three-legged coal scuttles, horses and carts, and fake-clockwork maidens, just to name a few) they tend to have a few common powers. Their strikes are reputed to shatter weapons and armor with ease, they throw clouds of razor-sharp steel fragments, they ring when struck in a very distracting way, and there are reliable reports that they can infect you with tetanus.
Due to the complexity of their instructions, many Steel Golems have 'gone rogue', as they begin stringing together instructions in ways their maker never expected them to.
 
Steel Golems are made of fine, clean, high-grade steel, and lots of it, as they weigh several tons. They are extremely durable, as you might expect, and while their form is widely variable (there have been steel golems in the shape of huge dogs, fanciful three-legged coal scuttles, horses and carts, and fake-clockwork maidens, just to name a few) they tend to have a few common powers. Their strikes are reputed to shatter weapons and armor with ease, they throw clouds of razor-sharp steel fragments, they ring when struck in a very distracting way, and there are reliable reports that they can infect you with tetanus.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Construct
| Type | Construct
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Str = 36
| Str = 36
| Dex = 18
| Dex = 18
| Con = -
| Con = 0
| Int = -
| Int = 0
| Wis = 18
| Wis = 18
| Cha = 20
| Cha = 20
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


<!--  AVAILABLE VARIABLES
<!--  AVAILABLE VARIABLES
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| Ability-1-Type = Su
| Ability-1-Type = Su
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Automatic when damaged
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
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| Ability-1-Description = Whenever a Steel Golem is struck hard enough to inflict physical damage of any sort, its form gives off a deafening, ear-shattering, "clang".  This is a sonic-based ability that can trigger multiple times in a round, and has several effects.
| Ability-1-Description = Whenever a Steel Golem is struck hard enough to inflict physical damage of any sort, its form gives off a deafening, ear-shattering, "clang".  This is a sonic-based ability that can trigger multiple times in a round, and has several effects.


:If the Steel Golem is set as a guardian, then the loud sound is likely to alert any enemies within a large distance that it is engaged in combat. Details are left to the Game Master.
If the Steel Golem is set as a guardian, then the loud sound is likely to alert any enemies within a large distance that it is engaged in combat. Details are left to the Game Master.


:All enemy creatures within 100 feet of the Golem when Clangorous Ring is triggered must make a Fortitude Saving throw against a DC of {{Save-DC}} or be [[Deafened]] and [[Distracted]], as well as suffering {{Special-Standard-Dmg}} points of {{dmg|Sonic}} damage. This is a triggered free action for the Golem, and the effects and saving throw act as interrupts.  If the Fort save is made, then the damage is halved and you may negate either the [[Deafened]] or the [[Distracted]], but not both.
All enemy creatures within 100 feet of the Golem when Clangorous Ring is triggered must make a Fortitude Saving throw against a DC of {{Save-DC}} or be [[Deafened]] and [[Distracted]], as well as suffering {{Special-Standard-Dmg}} points of {{dmg|Sonic}} damage. This is a triggered free action for the Golem, and the effects and saving throw act as interrupts.  If the Fort save is made, then the damage is halved and you may negate either the [[Deafened]] or the [[Distracted]], but not both.


:Creatures that are deaf are immune to all effects of Clangorous Ring.  
Creatures that are deaf are immune to all effects of Clangorous Ring.  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-2-Type = Ex, Disease
| Ability-2-Type = Ex, Disease
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Automatic after successful attack, 1/Rnd/Victim
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
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| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Automatic upon successful attack
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
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| Ability-3-Description = All physical attacks made by the golem may trigger a free action [[Sunder]] attempt, up to once per round per enemy struck.  Sundering Strikes cannot be triggered by the golem's Clangorous Ring ability, however.
| Ability-3-Description = All physical attacks made by the golem may trigger a free action [[Sunder]] attempt, up to once per round per enemy struck.  Sundering Strikes cannot be triggered by the golem's Clangorous Ring ability, however.


:After a successful attack, as a free action, the golem may roll a [[Maneuver Offense]] check (D20 + {{Maneuver-Offense}}) versus the enemy's [[Maneuver Defense]]. If successful, the enemy suffers one unaimed [[Sunder]] attempt.
After a successful attack, as a free action, the golem may roll a [[Maneuver Offense]] check (D20 + {{Maneuver-Offense}}) versus the enemy's [[Maneuver Defense]]. If successful, the enemy suffers one unaimed [[Sunder]] attempt.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-4-Type = Ex
| Ability-4-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
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| Ability-5-Type = Su
| Ability-5-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required = Automatic when subjected to Sonic damage
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
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<!--  SPECIAL ABILITY 6  -->
<!--  SPECIAL ABILITY 6  -->


| Ability-6-Name = Ping of Death
| Ability-6-Name = Spell Resistance


| Ability-6-Type = Ex
| Ability-6-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-6-Description = The first time a Steel Golem is reduced to zero hit points in a combat, it is not destroyedInstead, a deep, hidden flaw left over from the quench used to create it is finally revealed.
| Ability-6-Description = Steel golems have spell resistanceIn order to affect them with a spell or spell-like ability, the caster must first make a [[Caster Check]] versus the golem's [[Maneuver Defense]] value ({{Maneuver-Defense}}).  If the check is successful, the spell or spell-like ability is resolved as normalIf the caster check fails, the spell is cast, but does not affect the golem in any way.
 
:When reduced to zero hit points for the first time, the Steel Golem freezes in place, ominous clicks and pings sounding within it, its massive form giving slight twitches as internal stresses build, and build...
 
: Until the start of its next turn, the golem is completely unaffected by all damage or effects that target or include it (including any beneficial effects).
 
:At the start of its next turn, as a free action, it is riven with a thousand shattering cracks from top to bottom, and pieces of its body explode in every direction in a razor-storm. All enemy creatures within 50 feet of its space suffer {{Special-Standard-Dmg}} points of {{dmg|slashing}} damage, and this triggers its Sundering Strikes ability as well.  The Steel Golem is then reset to half its normal hit point value ({{Bloodied-Hit-Points}} hit points), all conditions (good or bad) are removed, and it fights onCreatures in the target area may make a Reflex save, DC {{Save-DC}} to reduce this damage by half.
 
:After Ping of Death, the Steel Golem loses the use of its DR and its Clangorous Ring power, as its damaged body no longer resonatesHowever, due to the jagged sharp edges and cracks all over its weapons, it now inflicts a [[Bleed|Bleed {{CR}}]] with every successful hit that deals physical damage.  As always, Bleed does not stack.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
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   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name = Ping of Death
| Role-Only--Replace-Rez-Power--Type = Ex
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description = The first time a Steel Golem is reduced to zero hit points in a combat, it is not destroyed.  Instead, a deep, hidden flaw left over from the quench used to create it is finally revealed.
When reduced to zero hit points for the first time, the Steel Golem freezes in place, ominous clicks and pings sounding within it, its massive form giving slight twitches as internal stresses build, and build...
Until the start of its next turn, the golem is completely unaffected by all damage or effects that target or include it (including any beneficial effects).
At the start of its next turn, as a free action, it is riven with a thousand shattering cracks from top to bottom, and pieces of its body explode in every direction in a razor-storm. As a reaction to this uneven discharge of weight, the Golem [[slide]]s up to 3 squares to a position chosen by the GM. Far worse, all enemy creatures within 50 feet of its space suffer {{Special-Standard-Dmg}} points of {{dmg|slashing}} damage, and this triggers its Sundering Strikes ability as well, potentially [[Sunder]]ing all about it.  The Steel Golem is then reset to half its normal hit point value ({{Bloodied-Hit-Points}} hit points), all conditions (good or bad) are removed, and it fights on.  Creatures in the target area may make a Reflex save, DC {{Save-DC}} to reduce this damage by half.
After Ping of Death activates, the Steel Golem loses the use of its DR and its Clangorous Ring power, as its damaged body no longer resonates.  However, due to the jagged sharp edges and cracks all over its body and weapons, it now inflicts a [[Bleed|Bleed {{CR}}]] with every successful hit that deals physical damage.  As always, Bleed does not stack.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,099: Line 1,583:
| CombatTactics = Steel Golems have extremely complex instruction sets. As a result, they are likely to attack their nearest foe, or target the heavily armored for sunders, as their most likely action.  
| CombatTactics = Steel Golems have extremely complex instruction sets. As a result, they are likely to attack their nearest foe, or target the heavily armored for sunders, as their most likely action.  


:But, they are also likely to use Clashing Arms when there are two or more other Steel Golems to be affected. In general, if three Steel Golems are in combat, the one that is least engaged in the threat axis of the battle will use Clashing Arms to damage their foes and buff the other Steel Golems with a Standard Action.  
But, they are also likely to use Clashing Arms when there are two or more other Steel Golems to be affected. In general, if three Steel Golems are in combat, the one that is least engaged in the threat axis of the battle will use Clashing Arms to damage their foes and buff the other Steel Golems with a Standard Action.  


:Steel Golems almost always save their Action Point until after their Ping of Death, and then use it to make another melee attack, to try and spread Bleeds as widely among their foes as they can.  In all cases, surviving a battle with Steel Golems will usually leave the victors battered, bleeding, broken, and suffering from Tetanus, so Steel Golems are sometimes deployed in staggered fashion, so you have to fight them several times in succession.
Steel Golems almost always save their Action Point until after their Ping of Death, and then use it to make another melee attack, to try and spread Bleeds as widely among their foes as they can.  In all cases, surviving a battle with Steel Golems will usually leave the victors battered, bleeding, broken, and suffering from Tetanus, so Steel Golems are sometimes deployed in staggered fashion, so you have to fight them several times in succession.


:Depending upon the circumstances, Steel Golems may attempt to withdraw from a combat, shielding a given unit, or they may fight to destruction without hesitation.
Depending upon the circumstances, Steel Golems may attempt to withdraw from a combat, shielding a given unit, or they may fight to destruction without hesitation.


:In all cases, their Clangorous Ring power requires then to suffer physical attacks, and as such, they will push to the attack aggressively, assuming they are not ordered to shield and/or retreat.
In all cases, their Clangorous Ring power requires them to suffer physical attacks, and as such, they will push to the attack aggressively, assuming they are not ordered to shield and/or retreat.


:In practice, a Steel Golem's instruction set is so byzantine, and their powers so diverse and wide-spread, predicting their next action can be incredibly difficult. A Reason check can puzzle out, usually, their Makers intentions, but the exact pathway they are likely to take to get there?  Difficult to know.
In practice, a Steel Golem's instruction set is so byzantine, and their powers so diverse and wide-spread, predicting their next action can be incredibly difficult. A Reason check can puzzle out, usually, their Makers intentions, but the exact pathway they are likely to take to get there?  Difficult to know.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Steel Golems are seriously heavy-duty firepower, and as a result, are used as guards by the wealthy, or occasionally by the military.  Few things drive home your status like having a pair of custom-built Steel Golem bodyguards escorting you around.
| OutOfCombat = Steel Golems are seriously heavy-duty firepower, and as a result, are used as guards by the wealthy, or occasionally by the military.  Few things drive home your status like having a pair of custom-built Steel Golem bodyguards escorting you around.


:Of course, given the complexity of their instructions, this is not without risk.  Steel Golems have been known to mis-interpret such things as receiving a gift as an attack.  Or, hilariously and horribly, there are many ribald stories of golems becoming confused by love-making, which we can hope are tall tales, but fear are not.
Of course, given the complexity of their instructions, this is not without risk.  Steel Golems have been known to mis-interpret such things as receiving a gift as an attack.  Or, hilariously and horribly, there are many ribald stories of golems becoming confused by love-making, which we can hope are tall tales, but fear are not.





Latest revision as of 21:44, 11 February 2023

Steel Golem (HeavyCR 18)

Neutral - Large - Construct
Lore: Know (Arcana)
38 51
Basic DC Full DC
Initiative
Initiative Icon 2.png
28
Perception:
40 +30
Passive Active
Ambush:
10+
on a d20
  • Lore Notes: If basic lore check is failed, identifies as an Iron Golem

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
44
Man Def
Shield Icon 3.png
42
Monster Health
1,494 747 34
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +20
Refl: +15
Will: +15

Strong Against:

  • DR 34/-, bypassed by Adamantine weapons.
  • ER 18/-
  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Construct 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
  • (Construct 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
  • (Construct 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
  • (Construct 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
  • Up to once per round, if damaged with Sonic (energy, common) damage, gains a Standard action usable as a free action during its next turn. (See "Resonance" below.)
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+27
Sword Icon 3.png
Man Off
+32
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 2x Shearing Strike +27 (5d8+26/19-20 x2)
    as slashing (physical, common)
    plus: Sundering Strikes, plus: Tetanus (see below)

Full Attack (Melee):

  • 4x Shearing Strike +27 (5d8+26/19-20 x2)
    as slashing (physical, common)
    plus: Sundering Strikes, plus: Tetanus (see below)

Standard Attack (Ranged):

  • 2x Razor Shards +27 (5d8+26/19-20 x2)
    as slashing (physical, common)
    (Increment: 50 ft.; Max Range: 500 ft.)
    plus: Sundering Strikes, plus: Tetanus (see below)

Full Attack (Ranged):

  • 4x Razor Shards +27 (5d8+26/19-20 x2)
    as slashing (physical, common)
    (Increment: 50 ft.; Max Range: 500 ft.)
    plus: Sundering Strikes, plus: Tetanus (see below)

Siege Damage:

  • 1x Boring Strikes +30 (1d6+2)

Statistics

36
STR
18
DEX
CON
INT
18
WIS
20
CHA

Skills:

Languages: Understands Common and up to three other languages, but is mute

Feats:

Special Abilities

Clangorous Ring (Su) Automatic when damaged

Whenever a Steel Golem is struck hard enough to inflict physical damage of any sort, its form gives off a deafening, ear-shattering, "clang". This is a sonic-based ability that can trigger multiple times in a round, and has several effects.

If the Steel Golem is set as a guardian, then the loud sound is likely to alert any enemies within a large distance that it is engaged in combat. Details are left to the Game Master.

All enemy creatures within 100 feet of the Golem when Clangorous Ring is triggered must make a Fortitude Saving throw against a DC of 28 or be Deafened and Distracted, as well as suffering 5d8+26 points of Sonic (energy, common) damage. This is a triggered free action for the Golem, and the effects and saving throw act as interrupts. If the Fort save is made, then the damage is halved and you may negate either the Deafened or the Distracted, but not both.

Creatures that are deaf are immune to all effects of Clangorous Ring.

Tetanus (Ex, Disease) Automatic after successful attack, 1/Rnd/Victim

Tetanus is a painful, paralyzing disease than is often caused by getting a scratch or other injury from a dirty, rusty, steel blade. Steel Golems are carriers for this illness, and all of their physical attacks require you to make a saving throw up to once each round in any round when you take any physical damage, or else contract the disease.

Tetanus    (Injury vector; Plagued intensity)
Save: Fort DC 29;     Frequency: 1/day for 3 days
Effect: 1d4+1 points of DEX drain per interval.
Fruition: Victim is Paralyzed.
Fruition Duration: Permanent until removed.
Sundering Strikes (Ex) Automatic upon successful attack

All physical attacks made by the golem may trigger a free action Sunder attempt, up to once per round per enemy struck. Sundering Strikes cannot be triggered by the golem's Clangorous Ring ability, however.

After a successful attack, as a free action, the golem may roll a Maneuver Offense check (D20 + 30) versus the enemy's Maneuver Defense. If successful, the enemy suffers one unaimed Sunder attempt.

Clashing Arms (Ex) Standard Action

As a standard action, a steel golem can scrape its arms and weapons together, making a horrific metal-on-metal screech. This inflicts 5d6+17 points of Sonic (energy, common) damage on all creatures within 50 feet of its space. There is no saving throw against this ability, although being Deaf or within an area of magical silence renders victims immune.

Note that this ability DOES activate the Resonance ability (see below) of other Steel Golems, but not the Steel Golem using Clashing Arms.

Resonance (Su) Automatic when subjected to Sonic damage

Up to once per round, when subjected to Sonic (energy, common) damage from any source (even including other Steel Golems; see Clashing Arms above), the Steel Golem gains a Standard Action it may use as a free action in its next turn.

Spell Resistance (Su) Always On

Steel golems have spell resistance. In order to affect them with a spell or spell-like ability, the caster must first make a Caster Check versus the golem's Maneuver Defense value (42). If the check is successful, the spell or spell-like ability is resolved as normal. If the caster check fails, the spell is cast, but does not affect the golem in any way.

Ping of Death (Ex; Heavy Role) Auto Upon Death

The first time a Steel Golem is reduced to zero hit points in a combat, it is not destroyed. Instead, a deep, hidden flaw left over from the quench used to create it is finally revealed.

When reduced to zero hit points for the first time, the Steel Golem freezes in place, ominous clicks and pings sounding within it, its massive form giving slight twitches as internal stresses build, and build...

Until the start of its next turn, the golem is completely unaffected by all damage or effects that target or include it (including any beneficial effects).

At the start of its next turn, as a free action, it is riven with a thousand shattering cracks from top to bottom, and pieces of its body explode in every direction in a razor-storm. As a reaction to this uneven discharge of weight, the Golem slides up to 3 squares to a position chosen by the GM. Far worse, all enemy creatures within 50 feet of its space suffer 5d8+26 points of slashing (physical, common) damage, and this triggers its Sundering Strikes ability as well, potentially Sundering all about it. The Steel Golem is then reset to half its normal hit point value (747 hit points), all conditions (good or bad) are removed, and it fights on. Creatures in the target area may make a Reflex save, DC 28 to reduce this damage by half.

After Ping of Death activates, the Steel Golem loses the use of its DR and its Clangorous Ring power, as its damaged body no longer resonates. However, due to the jagged sharp edges and cracks all over its body and weapons, it now inflicts a Bleed 18 with every successful hit that deals physical damage. As always, Bleed does not stack.

Steel Golem

Steel Golem

This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Heavy role, but may be set to other roles if desired.

Steel Golems are massive things, although usually not as bulky as an Iron Golem. It is very possible to confuse a Steel Golem with an Iron Golem by sight, although if you can get close enough to give one a tap with a hammer, Steel Golems produce a fine, clear tone, while Iron Golems produce more of a dull, muddier sound.

Granted, getting close enough to tap a steel golem usually means its either guarding you, its decided your presence is okay according to its programming, or it is already trying to kill you....

Steel Golems are completely mindless, as are many constructs, but they have a very, very sophisticated set of instructions, befitting their higher standards of construction. Sadly, unlike basic Stone Golems, and Iron Golems, Steel Golems are often vanity projects, a statement of their Creator's skill and artistry. As a result, they are often quite ornate in decoration, and that same elaborate care is usually lavished on their instructions. This means that Steel Golems do not have much in the way of predictable actions, and are likely to switch from one course of actions to another with no easily predictable pattern.

When used in households and the like, this makes Steel Golems very useful indeed. But in military situations, when a general needs a sturdy siege-breaker, he doesn't want it to suddenly hare off at a right angle to the battle plan and start a flanking maneuver. As a result, Steel Golems built for armies tend to be a lot more straightforward than ones built for the commercial market.

Of course, there is no way of knowing how a Steel Golem is constructed, unless you're the owner, maker, or a survivor of its attack.

Due to the complexity of their instructions, many Steel Golems have 'gone rogue', as they begin stringing together instructions in ways their maker never expected them to.

Steel Golems are made of fine, clean, high-grade steel, and lots of it, as they weigh several tons. They are extremely durable, as you might expect, and while their form is widely variable (there have been steel golems in the shape of huge dogs, fanciful three-legged coal scuttles, horses and carts, and fake-clockwork maidens, just to name a few) they tend to have a few common powers. Their strikes are reputed to shatter weapons and armor with ease, they throw clouds of razor-sharp steel fragments, they ring when struck in a very distracting way, and there are reliable reports that they can infect you with tetanus.

Combat Tactics

Steel Golems have extremely complex instruction sets. As a result, they are likely to attack their nearest foe, or target the heavily armored for sunders, as their most likely action.

But, they are also likely to use Clashing Arms when there are two or more other Steel Golems to be affected. In general, if three Steel Golems are in combat, the one that is least engaged in the threat axis of the battle will use Clashing Arms to damage their foes and buff the other Steel Golems with a Standard Action.

Steel Golems almost always save their Action Point until after their Ping of Death, and then use it to make another melee attack, to try and spread Bleeds as widely among their foes as they can. In all cases, surviving a battle with Steel Golems will usually leave the victors battered, bleeding, broken, and suffering from Tetanus, so Steel Golems are sometimes deployed in staggered fashion, so you have to fight them several times in succession.

Depending upon the circumstances, Steel Golems may attempt to withdraw from a combat, shielding a given unit, or they may fight to destruction without hesitation.

In all cases, their Clangorous Ring power requires them to suffer physical attacks, and as such, they will push to the attack aggressively, assuming they are not ordered to shield and/or retreat.

In practice, a Steel Golem's instruction set is so byzantine, and their powers so diverse and wide-spread, predicting their next action can be incredibly difficult. A Reason check can puzzle out, usually, their Makers intentions, but the exact pathway they are likely to take to get there? Difficult to know.

Out of Combat

Steel Golems are seriously heavy-duty firepower, and as a result, are used as guards by the wealthy, or occasionally by the military. Few things drive home your status like having a pair of custom-built Steel Golem bodyguards escorting you around.

Of course, given the complexity of their instructions, this is not without risk. Steel Golems have been known to mis-interpret such things as receiving a gift as an attack. Or, hilariously and horribly, there are many ribald stories of golems becoming confused by love-making, which we can hope are tall tales, but fear are not.

Rewards

XP: 307,200 (Heavy role included.)

Treasure: Sellable Goods worth 135,778 gp.

Weight: 360 lbs.     Volume: 14.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)