Monday, 12 July 2021

Monster: Chain Golem

Monster: Chain Golem

Chain golems are golem created by kytons. Their chain barrier ability is quite cool.


Chain Golem [Monster Manual II, page 44]

194 points
Attribute Modifiers: ST+5 (No Fine Manipulators, -40%) [30]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: HP+10 [20]; Will+10 [50]; Per+10 [50].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Dark Vision [25]; DR 4 [20]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Double-Jointed [15]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Magic Resistance 5 (Improved, +150%) [25]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Spiked Chains: Natural Weapon (Crushing; Disarming, +20%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Flexible, Imposes flail penalties, +60%; Light 4, -20%; Poor Defense, -20%; Swing-Capable, +20%; Unbalanced, -30%) [11].
    Chain Barrier [43]: Crushing Attack 2d (Area Effect, 4 yards, +100%; Aura, +80%; Emanation, -20%; Link, +10%; Melee Attack, Reach C, -30%; Required Ready, -10%) [25] + Enhanced Dodge 2 (Limited, Projectiles, -40%; Link, +10%; Requires Ready, -10%) [18].
    Fire Absorption [150]: DR 20 (Absorption, Healing, +80%; Limited, Fire, -40%) [140] + Immunity to Noxious Fire Effects [10].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Electrical [-20]; Mute [-25]; No Fine Manipulators [-30]; No Mouth [-4]; No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Partial, Absorption) [-20]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Quirks: Affected by Magnetism [-1]; Affected by Rust [-1].
Features: No Legs (Slithers); Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.

Knowing Your Own Strength [214]
Replace ST+5 (No Fine Manipulators, -40%) [30] with ST+5 [50]

Typical Stats

ST:

15

HP:

25

Speed:

6.25

DX:

13

Will:

10

Move:

6

IQ:

0

Per:

10

 

 

HT:

12

FP:

N/A

SM:

+0

Dodge:

9

Parry:

7

DR:

4, 20 (vs. fire; see text)

    Spiked Chains (13): The chain golem has two long chains that it can use to attack enemies. These chains deal swing 2d+1 crushing, Reach 1-4*. The chains are awkward enough that they require a Ready maneuver to change reach (e.g., between 1 and 3). Otherwise, the chain golem can strike at foes that are at any distance within the chains’ reach. Attempts to parry the chains are at -4, and fencing weapons cannot parry at all! Attempts to block chains are at -2. This swinging attack is unbalanced – the chain golem cannot use it to parry if it has already used it to attack this turn (or vice versa), and parries with the chains are at -2. The chain golem has two chain attacks, which permits him Dual-Weapon Attacks (p. B417). Spikes favor disarming, giving the chain golem a +2 on disarming attempts. The chains have DR 4 and effective weight 0.84 lbs. This attack uses the Kusari skill.
    Chain Barrier: The chain golem can spin all its chains around, taking consecutive Ready maneuvers. While the golem is spinning the chains, it deals 2d crushing damage to everything within 4 yards of it and has +2 to Dodge against physical projectiles.
    Fire Absorption: The chain golem has DR 20 against fire, is immune to noxious fire effects. Each point of damage this DR stops turns into one character point that the bronze serpent can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity damage, but will not convert it into a character point. The bronze serpent does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. It loses enhanced abilities as the points drain away. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the bronze serpent’s usual scores drains away. The bronze serpent cannot absorb damage from its own abilities (for example, if its natural weapons are magically imbued with electricity).

    Traits: 360° Vision (Panoptic I); Affected by Magnetism; Affected by Rust; Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Double-Jointed; Electrical; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Fire Effects; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 5 (Improved); Mute; No Legs (Slithers); No Manipulators; No Mouth; No Sense of Smell/Taste; Numb; Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Partial, Absorption); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Kusari-13.
    Creature Type: Construct.

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