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Armour Golem

by Jamie Baty

Quest for the Silver Sword 16
Medium Construct
Hit Dice: 4d10+20 (42 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares) (can't run)
Armour Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d6 +5)
Full Attack: 2 Slam +8 melee (1d6 +5)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60ft., low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 21, Dex 11, Con -, Int -, Wis 11, Cha 1
Skills: ---
Feats: Improved Initiative, Power Attack
Environment: Any land
Organisation: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

Armour golems are magically animated suits of full or half-plate armour. They are often used by wizards as guardians.

Combat
Armour golems attack with two strong slams. Some have been known to been created to use swords and/or shields.

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.