30 Day Dungeons and Dragons Challenge, Day 14: Favorite NPC
Over the years I've had a lot of non-player characters (NPC) that I have enjoyed playing, but none so much as Sir Reginald.
Sir Reginald had begun his life as a knight errant questing against evil in all its forms, or so he thought. In truth Sir Reginald had always been an Iron Golem. Early on he had stood guard over the tomb of a vile necromancer named Micheal Moning protecting the monster's magical treasures. But over time a curious thing occurred, when there were no challenges to face the Iron Golem would dream, and in his dreams he was a questing knight errant out to stop the evil that threatened his lands.
For a century he dreamed that slumber where the dream becomes more real than reality, only to awaken at the approach of a group of knights. He hailed them as fellow knights and asked what brought them to his door and soon he had joined them in their quest to empty out the dungeon of its vile inhabitants. The dangers he faced in that first adventure were mighty tasks that felled all his companions and yet he did not falter. No, instead he triumphed and left that dark place to explore new locations and fight evil in all its forms
Alignment: Lawful Good
Size/Type: Large Construct
Hit Dice: 24d10 + 30 (I usually place his hit points at 234)
Speed: 20 ft per round
Armor Class: 30 (-1 size, -1 Dex, +22 natural armor) Touch: 8 Flat-footed: 30
Base Attack / Grapple: +12 / +28
Attack: The Golem's Sword +24 (2d10 + 11)
Full Attack: The Golem's Sword +24 (2d10 + 11) and Slam +18 (2d10 +11)
Space / Reach: 10 ft. / 10 ft.
Special Attack: Breath Weapon
Special Qualities: Contruct Traits, Damage Reduction 15 vs adamantine, Darkvision 60 ft, immunity to magic, low-light vision
Saves: Fortitude + 6, Reflex + 5, Will + 6
Ability Scores: Str 33, Dex 9, Con 0 , Int 4, Wis 11, Cha 1
Skill: Climb (Str) +16, Handle Animal (Cha) +2, Intimidate (Cha) - 4, Jump (Str) +12, Ride (Dex) + 3, and Swim (Str) + 13.
Feats: Weapon Focus (Golem's Sword), Improved Initiative
Challenge Rating: 18
Breath Weapon (Su)10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Construct Type: A construct is an animated object or artificially constructed creature with the following features: 10-sided Hit Dice; Base attack bonus equal to ¾ total Hit Dice (as cleric); No good saving throws; Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score.
Construct Traits: A construct possesses the following traits (unless otherwise noted in a creature’s entry): No Constitution score; Low-light vision; Darkvision out to 60 feet; 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; Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details); 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; Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table; Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry; Proficient with no armor; Constructs do not eat, sleep, or breathe.
Immunity to Magic (Ex): An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.