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Golem, Horn
A disturbing, towering figure made of a mass of tangled horns and antlers of various animals.
CR 7; XP 3,200
N Large Construct
N Large Construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
Defense
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 85 (10d10+30)
Fort +3; Ref +6; Will +6
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 85 (10d10+30)
Fort +3; Ref +6; Will +6
DR 5/adamantine; Immune construct traits, magic immunity
Offense
Speed 30 ft.
Speed 30 ft.
Melee 4 gores +12 (1d8+3, 19–20/×2 plus 1d8 bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks tearing blows
Statistics
Str 16, Dex 16, Con —, Int —, Wis 17, Cha 1
Base Atk +10; CMB +14; CMD 27 (31 vs trip)
Str 16, Dex 16, Con —, Int —, Wis 17, Cha 1
Base Atk +10; CMB +14; CMD 27 (31 vs trip)
Skills Perception +3, Stealth –1 (+9 in forests); Racial Modifiers +10 Stealth in forests
Ecology
Environment ruins, forest glades
Organization solitary or gang (2–4)
Treasure standard
Special Abilities
Environment ruins, forest glades
Organization solitary or gang (2–4)
Treasure standard
Special Abilities
Magic Immunity (Ex) A horn golem is immune to spells and spell-like abilities that allow Spell Resistance. In addition, certain spells and effects function differently against the creature, as noted below.
- Magical effects that cause disease turn the component horns brittle for a short time, giving the horn golem vulnerability to bludgeoning and slashing damage (+50%) for 1d4 rounds.
- Whenever a magical polymorphy effect is used on a horn golem, or within 60 feet of one, the horn golem heals for 1d10 points of damage per spell level of the effect as its horns try to reshape themselves only to revert back in their original form.
Tearing Blows (Ex) A horn golem's gore attacks threaten a critical hit on a natural 19–20, and inflict additional 1d8 points of bleed damage if the critical hit is confirmed.
Horn golems are found at the edges of deep forests, guarding glades, ruins, and ancient holy sites, likely being creations of druidic sects or witch cults made in a flawed image of nature spirits and deer godlings.
Demon-Horn Golems (CR 9) have advanced and giant templates, with AC 26, 115 hp, Ref +7, Will +8, Str 24, Dex 18, Wis 21, Cha 5; Atk 4 gores +16 (2d6+7, 19–20/×2 plus 1d8 bleed). It also has gains DR 10/adamantine and good, reinforced (+2 hp per HD), and its attacks have bane (evil outsiders) property. Despite the name, it is made from horns and spikes harvested of all kinds of evil outsiders.
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