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Tuesday, February 7, 2012

RMA (Random Monster Assessment): Amber Golem

Now I don't really know how this one slipped past me, because it is just too cool!

Golem, Amber (from LL 79)
No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  180' (60')
Armor Class:  6
Hit Dice:  10
Attacks:  3 (2 claws, bite)
Damage:  2d6/2d6/2d10
Save:  F5
Morale:  12

Description: These golems are made of petrified tree sap, and this golden stone is commonly formed into the shape of dire wolves or large cats. They have the ability to detect invisibility to a range of 60', and are able to track any being.

Also, "all golems are unaffected by ordinary weapons. In addition, golems have no true intelligence, and are thus unaffected by hold, charm, or sleep spells. Since they are not truly alive, they are unaffected by poison or gases."

So check this bad boy out. It's faster than a human being, heck it's faster than a warhorse. A riding horse will outpace it, but the A.G. can track any being and doesn't have to rest. At AC6, 10HD, and unaffected by nonmagical weapons, it is not easy to put down. A 10HD critter has a THACO of 11, so it is hitting most of the time with its THREE attacks per round!! Not to mention the insane amount of damage it's dealing with those attacks. (An average of ≈25 points per round!) 

The detect invisible is a nice touch as well. This thing is like an magical terminator. It doesn't think, it doesn't feel, it doesn't eat, and it doesn't sleep. You can't hide from it. It just relentlessly tracks down its target and WHAMMO! I can easily envision scenarios where a ticked off NPC with resources commissions one of these suckers to hunt down an adventuring party that had crossed him.

1 comment:

  1. That combo of detect invisibility and tracking is underused when this guy is a guard in a dungeon; I like the campaign implications of using it as a hunter-killer.