I have split out my WIP post, so you can see how I came up with the conversion - Making the Golem - WIP
And here is my take on the classic D&D Golem -
GOLEM, CLAY
If the spell caster does not keep in command of the Golem,
it wanders away, exploring its environment with child-like fascination. The
body of the Golem will turn into an inanimate statue after a Quarter Day, it is
unknown what happens to the elemental spirit once this occurs.
ATTRIBUTES
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STRENGTH 11, AGILITY 3
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MOVEMENT: 1
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ARMOR RATING: 5. Cannot be
harmed by non-magical weapons or other physical injury.
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ACID ABSORPTION: If the
Golem is attacked by acid, any successes rolled in the attack do not cause
damage but instead heal an equal number of the Golem's Strength.
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BERSERK: Whenever the Golem starts a round with less than half its Strength, there is a 1 in 6
chance that as its action it will activate its GOLEM RAMPAGE! attack (see
below).
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MAGICAL CONSTRUCT: The
Power Level of any spell cast against a Golem is automatically decreased by
D6, due to the Golem's natural resistance to magic. The Golem is immune to
any spell or effect that would alter its form.
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CORRUPTED TOUCH: The Golem’s physical attacks count as magical, and can only be healed by magic.
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MONSTER ATTACKS
D6
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ATTACK
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1
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CLAY SMASH! The Golem
moves surprisingly quickly, punching wildly at two adventurers within ARM'S
LENGTH, or one unlucky adventurer if they are the only target within reach.
Make both attacks with nine Base Dice and Weapon Damage 1 (blunt force).
|
2
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CLAY PUNCH! The Golem
strikes out with a large fist, striking the strongest adventurer at ARM'S
LENGTH. Make an attack with ten Base Dice and Weapon Damage 1 (blunt force).
If the attack hits, the victim must make a MOVE roll or be knocked prone.
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3
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HASTY REACTION! The Golem
channels its internal power, releasing its built-up kinetic energy, making
ungainly swift movements that confuse its enemies. The golem gains the
ability to attempt to dodge all incoming attacks until after its next action,
without falling prone. It also gains an additional slow action on its
initiative in the next round.
|
4
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EARTH RUMBLE! The Golem
bangs its massive fists against its chest in an impressive display of
dominance and aggression, sending out a cacophony of rumbling vibrations that
terrify all living beings within SHORT range, all adventurers suffer a Fear
attack using eight Base Dice.
|
5
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GROUND QUAKE! The Golem
smashes the ground with violent abandon, creating shockwaves in the earth,
throwing up rocks and debris, and making the surrounding area unstable to
walk on. Each adventurer within NEAR must make a MOVE roll or be thrown to
the ground, they are also pelted with flying debris. Make each attack using
seven Base Dice and Weapon Damage 1 (blunt force). The ground also becomes
ROUGH terrain.
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6
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GOLEM RAMPAGE! The Golem goes berserk, moving to and attacking the nearest creature it can see. If no creature is near enough to move to and attack, the Golem attacks an object, with preference for an object smaller than itself. Make this attack using eight Base Dice and Weapon Damage 2 (blunt force). Once the Golem goes berserk, it continues to do so each round until it is destroyed or regains all its Strength. This attack can only become active after the Golem's Strength is reduced by half. |
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