Stone Golem: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 12
[[Category:CR 12]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Stone Golem


[[Image:Stone_Golem_1.png|384px|right|xx]]
| Image = Stone_Golem_1.png
== Stone Golem (CR 12) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Stone golems are constructs, magically animated killing engines with a surprisingly capable, albeit limited, form of intelligence. Given the massive stone construction of a Stone Golem, you might expect these deadly devices to be slow and ungainly. In fact, a Stone Golem is certainly a bulky contraption, but it is freakishly mobile and maneuvers around the battlefield as if it was expressly designed to be there.  


Which is actually true.  Lesser Golems are primarily guardians, and with their uncanny senses, Stone Golems are fantastic guardians in their own right.  But Stone Golems are usually built to serve as battlefield implements, siege-breakers and storming engines, meant to win battles while enduring the most brutal combat conditions imaginable.  As a result of this expanded role, Stone Golems are able to make limited decisions, like deciding if a foe is a combatant or not, based upon appearance and behavior. Most Stone Golems are given a comprehensive list of orders, and they are able to sort through these varied commands to perform in ways almost scarily capable.
| Role = Heavy
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Of course, like all Golems, a Stone Golem is perfectly obedient to its creator or owner, and will follow rules it is givenUnlike lesser grades of Golems, a Stone Golem is actually able to grasp in some dim way the spirit of any orders it is given, rather than simply following the letter of the commandThis grasp makes a Stone Golem a much more dangerous opponent, and its incredible combat abilities simply serves to drive that point home.
| Description = Stone golems are constructs, magically animated killing engines with a surprisingly capable, albeit limited, form of intelligenceGiven the massive stone construction of a Stone Golem, you might expect these deadly devices to be slow and ungainlyIn fact, a Stone Golem is certainly a bulky contraption, but it is freakishly mobile and maneuvers around the battlefield as if it was expressly designed to be there.  


:Which is actually true.  Lesser Golems are primarily guardians, and with their uncanny senses, Stone Golems are fantastic guardians in their own right.  But Stone Golems are usually built to serve as battlefield implements, siege-breakers and storming engines, meant to win battles while enduring the most brutal combat conditions imaginable.  As a result of this expanded role, Stone Golems are able to make limited decisions, like deciding if a foe is a combatant or not, based upon appearance and behavior. Most Stone Golems are given a comprehensive list of orders, and they are able to sort through these varied commands to perform in ways almost scarily capable.


=== GENERAL ===
:Of course, like all Golems, a Stone Golem is perfectly obedient to its creator or owner, and will follow rules it is given.  Unlike lesser grades of Golems, a Stone Golem is actually able to grasp in some dim way the spirit of any orders it is given, rather than simply following the letter of the command.  This grasp makes a Stone Golem a much more dangerous opponent, and its incredible combat abilities simply serves to drive that point home.
'''CR''' 12  '''Hit Dice''' 17


'''XP''' 38,400 (heavy role included)
| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


N, Large, Construct
| Size = Large
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Init''' +5; '''Senses''' tremorsense 60 ft., Perception +18
| Type = Construct
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype = Golem
  <!--If any-->


=== DEFENSE ===
| NudgeBasicLoreValue = -2
'''AC''' 32, '''touch''' 22, '''flat-footed''' 27 (+7 armor, +5 dex, +5 natural, +5 deflection)
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''hp''' 498 (Heavy Role included)
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Fort''' +12, '''Ref''' +12, '''Will''' +12
| NudgeInit = +2
  <!--CR 12 INITIATIVE = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Aura:''' -
| Senses = [[Standard Vision]], [[Tremorsense]] 60 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''SR:''' 22
| NudgePerception =
  <!--CR 12 PERCEPTION = +18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Special Defenses:''' DR 15/Adamantine
| NudgeAC =
  <!--CR 12 AC = 32 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:'''
| NudgeTouchAC =
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  <!--CR 12 TOUCH AC = 22 -->
:* disease, poison, ability damage, ability drain, energy drain
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
:* death effects, necromancy effects, sleep effects
:* nonlethal damage
:* paralysis, stunning, fatigue, exhaustion
:* any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)


'''Weaknesses:''' Cannot heal damage on its own, but can be repaired via [[Make Whole (Spell)|Make Whole]], [[Make Whole, Greater (Spell)|Greater Make Whole]], [[Field Repair]], a workshop and the [[Creator]] feat, or [[Transmute Rock to Mud (Spell)|Transmute Rock to Mud]].
| NudgeFFAC =
  <!--CR 12 FLAT-FOOTED AC = 27 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeCMD =
  <!--CR 12 CMD = 33 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->


=== OFFENSE ===
| NudgeHitPoints =  
'''Speed''' 30 ft.
  <!--CR 12 HIT POINTS = 249 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Space / Reach:'''  10 ft. / 10 ft.


'''Single Melee''' Stone Stomp +20 (4d8+26/x2) + [[Bleed]] 1/round
<!--  SAVING THROWS  -->


'''Full Melee''' Stone Stomp +20 (4d8+26/x2) + [[Bleed]] 1/round, 2x Stone Punch +20 (4d6+8/x2)
| Fort =
| Refl =
| Will =
  <!--CR 12 STRONG SAVE = +15; WEAK SAVE = +12 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Ranged''' Stone Javelin +20 (4d8+23/x2), range increment 30 feet, max range 150 ft
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Ranged''' 2x Stone Javelin +20 (4d8+23/x2), range increment 30 feet, max range 150 ft
| SR = Y
  <!--Values: Y (for Yes), or leave blank-->


'''Special Attacks''' Avalanche, Shatter, Smashing Kick
| NudgeSR = +1
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Action Points''' 1 (heavy role included)
| SpecialDefenses = DR 15/Adamantine
  <!--Put any DR or ER values here-->


| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


=== STATISTICS ===
| Hide-Type-Strong-Against-1 =  
'''Str''' 28, '''Dex''' 14, '''Con''' -, '''Int''' 6, '''Wis''' 16, '''Cha''' 18
| Hide-Type-Strong-Against-2 =  
| Hide-Type-Strong-Against-3 =  
| Hide-Type-Strong-Against-4 =  
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-6 =  
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->


'''Base Atk''' +12; '''CMB''' +19; '''CMD''' 28
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->


'''Feats''' Combat Reflexes (EFFECT Up to three Attacks of Opportunity per round)
| WeakAgainst = * Can also be healed by [[Transmute Rock to Mud (Spell)|Transmute Rock to Mud]].
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Skills''' -
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->


'''Languages''' Fluent in the language of its creator, rarely speaks unless commanded to or to answer questions posed by its creator
| MoveTypes = Walk 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


| NudgeSpace =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->


=== SPECIAL ABILITIES ===
| NudgeReach =  
; Avalanche (Ex)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
Once per round, as a standard action, a Stone Golem may move up to its speed while stamping hugely and furiously. While using Avalanche, a Stone Golem may move through enemy spaces but it may never enter the same space twice and must end the Avalanche in a clear space large enough to allow it without squeezing.  Any enemy creature that it moves over during this movement is attacked once with Stone Stomp (+20 to-hit (4d8+26/x2) + [[Bleed]])). Avalanche does not provoke attacks of opportunity.
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->




; Smashing Kick (Ex)
Once per encounter, as a swift action, the Stone Golem may attack one, two, or three enemies that are both adjacent to it and each other.  It makes a touch attack against them at +15 to hit.  If it hits, it does no damage, but instead Pushes them directly away from it for 2d6 squares as forced movement. If the Pushed victims hit a solid obstacle (wall, pillar, generally any object large enough to block a square) then the victims take a number of d6's of damage equal to the number of squares of forced movement they have left when they reached the obstacle, and the obstacle suffers a number of Sunders equal to the squares of remaining movement.  For example, if a pesky Fighter is adjacent to a Stone Golem, blocking its advance upon the rest of the party, the Stone Golem may use Smashing Kick to Push the fighter away.  If the Smashing Kick rolled eight squares of movement, then the Fighter would be Pushed eight squares away, as forced movement.  If the Fighter was Pushed into a square filled by a solid wall after five squares of this Push, then she would take 3d6 of bludgeoning physical damage and inflict three Sunders to the wall.  If an obstacle is Broken by these Sunders, the victim continues moving!  It is possible to get cannoned completely through several walls and buildings this way.  Note that as always, a character may elect to fall prone to end forced movement.


<!--  GENERAL ATTACK INFORMATION  -->


; Shatter (Su)
| MeleeOrNatural = Natural
When a Stone Golem is reduced to zero hitpoints for the first time, it is not destroyed. Instead, the magics which form its body are briefly disrupted, so that its stony body bursts into fragments.  All enemies within three squares of the Stone Golem take 6d6+21 points of damage and are Pushed three squares, as the Golem flies into fragments. A Fort save against a DC of 22 reduces this damage by half, but the Push is not reduced.  Any further damage inflicted upon the Golem is ignored until the beginning of its next turn, when the disrupted magics re-assert themselves.  The Stone Golem re-forms out of its debris, has its hit points re-set to half its normal value and it fights on. If the space the Golem was formerly occupying is now blocked by opponents or otherwise rendered hazardous, the Golem will reform in a place on the battlefield which grants it an advantageous position, typically to perform another Avalanche or a full attack.
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->


Note that after Shatter has been triggered, the Stone Golem loses its DR and SR, but its move speed is increased to 60 ft, it gains a point of Armor Class (AC33), and it gains an additional Stone Stomp during full attack actions.
| MultipliedDamageType = Damage
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->


=== TREASURE ===
sell value of approximately 16,000 gp (heavy role included)




=== COMBAT TACTICS ===
<!-- PRIMARY ATTACK INFORMATION -->
Stone Golems have tremorsense, and are used as guards for that reason. However, Stone Golems are even better as massive heavy attackers. They are able to maneuver around the battlefield with impunity using their Avalanche ability.  Even better, every Stone Stomp attack that lands, on top of terrible damage, inflicts a 1 point per round Bleed condition.  This is only minor damage, but it hampers the ability of opponents to grant healing during the combat.


Typically a Stone Golem will move up as close as possible to their enemies, then use Avalanche to move right over top of them, forcing them to adapt their tactics to a foe suddenly 'in the backfield'.  Stone Golems will always spend their action point to get off a second Avalanche at some point in the battle, often in the first or second round. Stone Golems will work to give as many foes a bleed condition as possible, and will typically keep using Avalanche until at least one Bleed is running.
| PriAtkName = Stone Stomp
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


Stone Golems will usually target their Smashing Kick ability at the most heavily armored foes on the battlefield, looking to knock them out of position or simply inflict damage. Stone Golems will deliberately aim Smashing Kicks to drive tough foes into walls or other hazardous terrain if they are able to. Once they have used Avalanche at least twice, Stone Golems will usually switch tactics and start taking full attacks on foes, targeting prone, flanked, and lightly armored foes in preference, unless no foes have a Bleed.  Once they switch to melee mode, a Stone Golem will use five foot steps to keep as many foes as possible at a distance and attack with their reach, forcing foes to close in and suffer attacks of opportunity with Stone Stomp.  If a party manages to shed all Bleed conditions, the Stone Golem will immediately start using Avalanche again to land as many Stone Stomps and Bleeds as possible.
| PriAtkNotes = + [[Bleed]]
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


After a Stone Golem has used their Shatter ability, they lose their Damage Reduction and Spell Resistance as the magics that bind them together start to disintegrate.  However, they become MUCH faster as a result.  They will alternate between using Avalanche's with their new sixty feet of move and taking full attacks with an extra Stone Stomp bonus attack until they are destroyed.  While they seem to have a limited form of sentience when it comes to picking among their various orders, Stone Golems are quite mindless and have no fear or any other emotions, and will fight to destruction without hesitation.
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 12 PRIMARY TO-HIT = +20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 12 PRIMARY NATURAL DAMAGE = 2d8+13 -->
  <!--CR 12 PRIMARY MELEE DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Stone Punch
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 12 SECONDARY TO-HIT = +20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 12 SECONDARY NATURAL DAMAGE = 2d6+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 12 TERTIARY TO-HIT = +20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 12 TERTIARY NATURAL DAMAGE = 2d8+13 -->
  <!--CR 12 TERTIARY MELEE DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 12 QUATERNARY TO-HIT = +20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 12 QUATERNARY NATURAL DAMAGE = 2d6+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Stone Javelin
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack = Y
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance = 30
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
 
| RangedAtkNumberOfIncrements = 5
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 12 RANGED TO-HIT = +20 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 12 RANGED DAMAGE = 2d8+7 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!--CR 12 CMB = +19 -->
 
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable = Y
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| SiegeAtkIncrement =
  <!--Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this-->
 
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| NudgeSiegeCMB =
  <!--CR 12 SIEGE CMB = +19 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 12 SIEGE DAMAGE = 1d6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 28
| Dex = 14
| Con = -
| Int = 6
| Wis = 16
| Cha = 18
 
 
 
<!--  FEATS  -->
 
| Feat1 = Combat Reflexes
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 12 SKILLS = +18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Fluent in the language of its creator, rarely speaks unless commanded to or to answer questions posed by its creator
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--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)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Avalanche
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Once per round, as a standard action, a Stone Golem may move up to its speed while stamping hugely and furiously.  While using Avalanche, a Stone Golem may move through enemy spaces but it may never enter the same space twice and must end the Avalanche in a clear space large enough to allow it without squeezing.  Any enemy creature whose space it overlaps (even if not completely) during this movement is attacked once with Stone Stomp (see above). Avalanche does not provoke attacks of opportunity.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special1SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special1StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Smashing Kicks
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Once per encounter, as a swift action, the Stone Golem may attack one, two, or three enemies that are both adjacent to it and each other.  It makes a touch attack against them at {{#var:Special2TouchAttack}} to hit.  If it hits, it does no damage, but instead Pushes them directly away from it for 2d6 squares as forced movement. If the Pushed victims hit a solid obstacle (wall, pillar, generally any object large enough to block a square) then the victims take a number of d6's of physical bludgeoning damage equal to the number of squares of forced movement they have left when they reached the obstacle, and the obstacle suffers a number of Sunders equal to the squares of remaining movement.  For example, if a pesky Fighter is adjacent to a Stone Golem, blocking its advance upon the rest of the party, the Stone Golem may use Smashing Kick to Push the fighter away.  If the Smashing Kick rolled eight squares of movement, then the Fighter would be Pushed eight squares away, as forced movement.  If the Fighter was Pushed into a square filled by a solid wall after five squares of this Push, then she would take 3d6 of bludgeoning physical damage and inflict three Sunders to the wall.  If an obstacle is [[Broken]] by these Sunders, the victim continues moving!  It is possible to get cannoned completely through several walls and buildings this way.  Note that as always, a character may elect to fall prone to end forced movement.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special2SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special2StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Shatter
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = When a Stone Golem is reduced to zero hitpoints for the first time, it is not destroyed. Instead, the magics which form its body are briefly disrupted, so that its stony body bursts into fragments.  All enemies within three squares of the Stone Golem take {{#var:Special3AlphaDmg}} points of damage and are Pushed three squares, as the Golem flies into fragments. A Fort save against a DC of {{#var:Special3SaveDC}} reduces this damage by half, but the Push is not reduced.  Any further damage inflicted upon the Golem is ignored until the beginning of its next turn, when the disrupted magics re-assert themselves.  The Stone Golem re-forms out of its debris, has its hit points re-set to half its normal value and it fights on. If the space the Golem was formerly occupying is now blocked by opponents or otherwise rendered hazardous(such as people with held actions waiting to strike), the Golem will reform in a place anywhere on the battlefield which grants it an advantageous position, typically to perform another Avalanche or a full attack.
 
:Note that after Shatter has been triggered, the magic which empowers the Golem is unstable and erratic.  This makes the Golem considerably less durable, but lots faster.  After using Shatter, the Stone Golem loses its DR and SR, but its Walk speed is doubled ft, it gains a point of Armor Class (see above), and it gains an additional Stone Stomp attack (see above) during full attack actions.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special3SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special3StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special4SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special4StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special5SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special5StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special6SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special6StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special7SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special7StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special8SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special8StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special93ToHit}}      To-Hit      @ CR 12 = +20
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 12 = +16
        {{#var:Special9SaveDC}}      Save DC      @ CR 12 = 21
        {{#var:Special9StandardDmg}} Std Damage  @ CR 12 = 6d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 12 = 3d6+1
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 12 = 10d6+7
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Stone Golems have tremorsense, and are used as guards for that reason.  However, Stone Golems are even better as massive heavy attackers.  They are able to maneuver around the battlefield with impunity using their Avalanche ability.  Even better, every Stone Stomp attack that lands, on top of terrible damage, inflicts a 1 point per round Bleed condition.  This is only minor damage, but it hampers the ability of opponents to grant healing during the combat.
 
:Typically a Stone Golem will move up as close as possible to their enemies, then use Avalanche to move right over top of them, forcing them to adapt their tactics to a foe suddenly 'in the backfield'.  Stone Golems will always spend their action point to get off a second Avalanche at some point in the battle, often in the first or second round. Stone Golems will work to give as many foes a bleed condition as possible, and will typically keep using Avalanche until at least one Bleed is running.
 
:Stone Golems will usually target their Smashing Kick ability at the most heavily armored foes on the battlefield, looking to knock them out of position or simply inflict damage.  Stone Golems will deliberately aim Smashing Kicks to drive tough foes into walls or other hazardous terrain if they are able to.  Once they have used Avalanche at least twice, Stone Golems will usually switch tactics and start taking full attacks on foes, targeting prone, flanked, and lightly armored foes in preference, unless no foes have a Bleed.  Once they switch to melee mode, a Stone Golem will use five foot steps to keep as many foes as possible at a distance and attack with their reach, forcing foes to close in and suffer attacks of opportunity with Stone Stomp.  If a party manages to shed all Bleed conditions, the Stone Golem will immediately start using Avalanche again to land as many Stone Stomps and Bleeds as possible.
 
:After a Stone Golem has used their Shatter ability, they lose their Damage Reduction and Spell Resistance as the magics that bind them together start to disintegrate.  However, they become MUCH faster as a result.  They will alternate between using Avalanche's with their new sixty feet of move and taking full attacks with an extra Stone Stomp bonus attack until they are destroyed.  While they seem to have a limited form of sentience when it comes to picking among their various orders, Stone Golems are quite mindless and have no fear or any other emotions, and will fight to destruction without hesitation.
 
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Stone Golems are the real deal, and are the first serious construct muscle that is both reliable and not made out of dead people.  As a result, Stone Golems are found in a lot of places, such as heavy artillery for a town garrison, guards in a warlord's stronghold, a bodyguard for the mayor, a child's really dangerous toy, etc.  Stone golems can also be found 'in the wild', typically being ancient things made for a duty long, long forgotten. Such 'wild' stone golems can be completely unpredictable, as they seek to obey commands that may refer to landmarks or buildings that are long ago destroyed.
 
:Military commanders treasure stone golems for their reliability, durability, and ability to break seiges.  If a commander can maneuver a stone golem into contact with a foes' defenses, that can be the end of the matter, and stone golems are even durable enough to take a few hits from countering seige weapons.
 
 
}}

Revision as of 22:42, 28 January 2017

Stone Golem (HeavyCR 12)

Neutral - Large - Construct (Golem)
Lore: Know (Arcana)
22 39
Basic DC Full DC
Initiative
Initiative Icon 2.png
19
Perception:
29 +19
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
32
Man Def
Shield Icon 3.png
31
Monster Health
578 289 22
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +9
Will: +9

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+19
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Stone Stomp +19 (3d10+24/x2)
    as undefined damage type
    + BleedExpression error: Unexpected < operator.

Full Attack (Melee):

  • 2x Stone Stomp +19 (3d10+24/x2)
    as undefined damage type
    + BleedExpression error: Unexpected < operator.

Standard Attack (Ranged):

  • 2x Stone Javelin +19 (3d10+24/x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 4x Stone Javelin +19 (3d10+24/x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage:

  • 1x ''''' +19 (1d6)

Statistics

28
STR
14
DEX
CON
6
INT
16
WIS
18
CHA

Skills:

Languages: Fluent in the language of its creator, rarely speaks unless commanded to or to answer questions posed by its creator

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Avalanche (Ex)

Once per round, as a standard action, a Stone Golem may move up to its speed while stamping hugely and furiously. While using Avalanche, a Stone Golem may move through enemy spaces but it may never enter the same space twice and must end the Avalanche in a clear space large enough to allow it without squeezing. Any enemy creature whose space it overlaps (even if not completely) during this movement is attacked once with Stone Stomp (see above). Avalanche does not provoke attacks of opportunity.

Smashing Kicks (Ex)

Once per encounter, as a swift action, the Stone Golem may attack one, two, or three enemies that are both adjacent to it and each other. It makes a touch attack against them at to hit. If it hits, it does no damage, but instead Pushes them directly away from it for 2d6 squares as forced movement. If the Pushed victims hit a solid obstacle (wall, pillar, generally any object large enough to block a square) then the victims take a number of d6's of physical bludgeoning damage equal to the number of squares of forced movement they have left when they reached the obstacle, and the obstacle suffers a number of Sunders equal to the squares of remaining movement. For example, if a pesky Fighter is adjacent to a Stone Golem, blocking its advance upon the rest of the party, the Stone Golem may use Smashing Kick to Push the fighter away. If the Smashing Kick rolled eight squares of movement, then the Fighter would be Pushed eight squares away, as forced movement. If the Fighter was Pushed into a square filled by a solid wall after five squares of this Push, then she would take 3d6 of bludgeoning physical damage and inflict three Sunders to the wall. If an obstacle is Broken by these Sunders, the victim continues moving! It is possible to get cannoned completely through several walls and buildings this way. Note that as always, a character may elect to fall prone to end forced movement.

Shatter (Su)

When a Stone Golem is reduced to zero hitpoints for the first time, it is not destroyed. Instead, the magics which form its body are briefly disrupted, so that its stony body bursts into fragments. All enemies within three squares of the Stone Golem take points of damage and are Pushed three squares, as the Golem flies into fragments. A Fort save against a DC of reduces this damage by half, but the Push is not reduced. Any further damage inflicted upon the Golem is ignored until the beginning of its next turn, when the disrupted magics re-assert themselves. The Stone Golem re-forms out of its debris, has its hit points re-set to half its normal value and it fights on. If the space the Golem was formerly occupying is now blocked by opponents or otherwise rendered hazardous(such as people with held actions waiting to strike), the Golem will reform in a place anywhere on the battlefield which grants it an advantageous position, typically to perform another Avalanche or a full attack.

Note that after Shatter has been triggered, the magic which empowers the Golem is unstable and erratic. This makes the Golem considerably less durable, but lots faster. After using Shatter, the Stone Golem loses its DR and SR, but its Walk speed is doubled ft, it gains a point of Armor Class (see above), and it gains an additional Stone Stomp attack (see above) during full attack actions.

Reversal of Fortune (Ex; Heavy Role) Auto Upon Death
The first time in an encounter that a Heavy is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Heavy becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Heavy is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (289 hit points). Furthermore, the Heavy may immediately Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. As forced movement, this Slide does not provoke attacks of opportunity, but even if it did, the Heavy is immune to all damage and effects until after the slide is completed. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first.

The Heavy is killed for good the second time its hit points are reduced to zero or less.

Stone Golem

Stone Golem

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

Stone golems are constructs, magically animated killing engines with a surprisingly capable, albeit limited, form of intelligence. Given the massive stone construction of a Stone Golem, you might expect these deadly devices to be slow and ungainly. In fact, a Stone Golem is certainly a bulky contraption, but it is freakishly mobile and maneuvers around the battlefield as if it was expressly designed to be there.
Which is actually true. Lesser Golems are primarily guardians, and with their uncanny senses, Stone Golems are fantastic guardians in their own right. But Stone Golems are usually built to serve as battlefield implements, siege-breakers and storming engines, meant to win battles while enduring the most brutal combat conditions imaginable. As a result of this expanded role, Stone Golems are able to make limited decisions, like deciding if a foe is a combatant or not, based upon appearance and behavior. Most Stone Golems are given a comprehensive list of orders, and they are able to sort through these varied commands to perform in ways almost scarily capable.
Of course, like all Golems, a Stone Golem is perfectly obedient to its creator or owner, and will follow rules it is given. Unlike lesser grades of Golems, a Stone Golem is actually able to grasp in some dim way the spirit of any orders it is given, rather than simply following the letter of the command. This grasp makes a Stone Golem a much more dangerous opponent, and its incredible combat abilities simply serves to drive that point home.

Combat Tactics

Stone Golems have tremorsense, and are used as guards for that reason. However, Stone Golems are even better as massive heavy attackers. They are able to maneuver around the battlefield with impunity using their Avalanche ability. Even better, every Stone Stomp attack that lands, on top of terrible damage, inflicts a 1 point per round Bleed condition. This is only minor damage, but it hampers the ability of opponents to grant healing during the combat.

Typically a Stone Golem will move up as close as possible to their enemies, then use Avalanche to move right over top of them, forcing them to adapt their tactics to a foe suddenly 'in the backfield'. Stone Golems will always spend their action point to get off a second Avalanche at some point in the battle, often in the first or second round. Stone Golems will work to give as many foes a bleed condition as possible, and will typically keep using Avalanche until at least one Bleed is running.
Stone Golems will usually target their Smashing Kick ability at the most heavily armored foes on the battlefield, looking to knock them out of position or simply inflict damage. Stone Golems will deliberately aim Smashing Kicks to drive tough foes into walls or other hazardous terrain if they are able to. Once they have used Avalanche at least twice, Stone Golems will usually switch tactics and start taking full attacks on foes, targeting prone, flanked, and lightly armored foes in preference, unless no foes have a Bleed. Once they switch to melee mode, a Stone Golem will use five foot steps to keep as many foes as possible at a distance and attack with their reach, forcing foes to close in and suffer attacks of opportunity with Stone Stomp. If a party manages to shed all Bleed conditions, the Stone Golem will immediately start using Avalanche again to land as many Stone Stomps and Bleeds as possible.
After a Stone Golem has used their Shatter ability, they lose their Damage Reduction and Spell Resistance as the magics that bind them together start to disintegrate. However, they become MUCH faster as a result. They will alternate between using Avalanche's with their new sixty feet of move and taking full attacks with an extra Stone Stomp bonus attack until they are destroyed. While they seem to have a limited form of sentience when it comes to picking among their various orders, Stone Golems are quite mindless and have no fear or any other emotions, and will fight to destruction without hesitation.

Out of Combat

Stone Golems are the real deal, and are the first serious construct muscle that is both reliable and not made out of dead people. As a result, Stone Golems are found in a lot of places, such as heavy artillery for a town garrison, guards in a warlord's stronghold, a bodyguard for the mayor, a child's really dangerous toy, etc. Stone golems can also be found 'in the wild', typically being ancient things made for a duty long, long forgotten. Such 'wild' stone golems can be completely unpredictable, as they seek to obey commands that may refer to landmarks or buildings that are long ago destroyed.

Military commanders treasure stone golems for their reliability, durability, and ability to break seiges. If a commander can maneuver a stone golem into contact with a foes' defenses, that can be the end of the matter, and stone golems are even durable enough to take a few hits from countering seige weapons.

Rewards

XP: 38,400 (Heavy role included.)

Treasure: Sellable Goods worth 25,750 gp.

Weight: 240 lbs.     Volume: 9.6 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)