Gear golems cannot speak. They typically stand 10 feet tall and weigh 4,000 pounds. A gear golem may be created using the create golem incantation
Gear golems have the following traits:
Gear golems are immune to mind-influencing effects as well as poison
, sleep, paralysis, stunning, disease
, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits
, nonlethal damage
, ability damage, ability drain, energy drain, or the effects of massive damage
Gear golems are lumbering constructs that can't take run
Improved Grab (Ex):
To use this ability, the gear golem must hit an opponent smaller than itself with its slam attack. If it gets a hold, it attempts to grind its foe against its spinning gears as a free action (see below).
Gear Grind (Ex):
If the gear golem successfully grapples a creature smaller than itself, it grinds the creature with its spinning gears for 4d8 points of slashing damage
each round the grapple
is maintained (including the round in which the grapple
is first achieved).
When a gear golem is reduced to 0 or fewer hit points
, it explodes in a 20-foot-radius burst of serrated gears and shrapnel. The explosion deals 12d8 points of slashing damage
to creatures caught in the radius; a successful Reflex save (DC 19) halves the damage
Magic Immunity (Ex):
A gear golem is immune to all spells, spell-like abilities
, and supernatural effects, except as follows. An electricity
effect slows it (as the slow
spell) for 3 rounds, with no saving throw
. A fire effect breaks any slow effect on the golem and cures 1 point of damage
for each 3 points of damage
it would otherwise deal. The golem rolls no saving throw
against fire effects.
Gear golems cannot heal damage
on their own but can be repaired using the Repair skill
. A successful Repair check (DC 30) heals 1d10 points of damage
, and each check represents 1 hour of work. A gear golem cannot repair itself.
Gear golems can see in the dark up to 60 feet. Darkvision
is black and white only, but it is otherwise like normal sight, and gear golems can function with no light at all.
CR 11; Large construct
; HD18d10+20; hp 119; Mas -; Init -1; Spd 20 ft. (can't run
30, touch 8, flat-footed 30 (-1 Dex, -1 size, +22 natural); BAB +13; Grap +23; Atk +18 melee (1d8+9, slam); Full Atk +18 melee (1d8+6, 2 slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ construct
, improved grab
, gear grind
, magic immunity
60 ft.; AL none or master; SV Fort +6, Ref +5, Will +6; AP 0; Rep +0; Str 23, Dex 9, Con -, Int -, Wis 11, Cha 1.
19-24 HD (Large); 25-54 HD (Huge).
Advanced Gear Golem:
CR 13; Huge construct
; HD 25d10+40; hp 177; Mas -; Init -2; Spd 30 ft. (can't run
31, touch 6, flat-footed 31 (-2 Dex, -2 size, +25 natural); BAB +17; Grap +35; Atk +25 melee (2d6+15, slam); Full Atk +25 melee (2d6+10, 2 slams); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ construct
, improved grab
, gear grind
(30- foot-radius burst; DC 22), magic immunity
60 ft.; AL none or master; SV Fort +8, Ref +6, Will +8; AP 0; Rep +0; Str 31, Dex 7, Con -, Int -, Wis 11, Cha 1.
|Find topic in: Arcana|
| modern rpg roleplaying mrd d20 Creature Gear 3.5 rpg modern modern msrd roleplaying 3.5 wizards Gear Shadow 3.5 modern roleplaying modern 3.5 Creature Arcana srd modern MRD Shadow Shadow MRD Creature mrd MRD roleplaying Shadow Descriptions d20 3.5 d20 wizards|