KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Vault
3 XP for defeating the Golem (but you’d be much better off
finding the control rod on the Noble Level instead)
7) The first door to this room is normally open, but the heavy
second door is closed with a DC 18 lock and is Arcane Locked (FC DC 16 Caster
Check, 5e 10th level). Jackpot! Here’s where the Dwarves stored the silver
and gems from the mine, as well as the clan’s gold and jewelry. They were stored in a multitude of metal deposit
boxes inlaid in the walls. About half of
the storage bins are opened and emptied.
What’s left in storage and scattered on the floor however, is easily
enough to make everyone in the Character party very, very rich. (The High-King may be hitting up the group
for loans.)
Oh, there’s this battered-looking statue on a pedestal in
the middle of the room. Old Stony here
took a pretty good beating helping the Dwarves escape with their treasure, but
he’s still quite capable of dealing with a small group of robbers. Jack’s Ghost warned Mara to stay away,
regardless of her current financial status (as well as the valuables on the
Noble Level). However, she does know of
a control rod for the creation, but it’s too dangerous to retrieve.
Stone Golem (FC)
HD 14
(d10) +30, Hp 70, AC 26* (Natural, Magic to hit)
Fort
+4, Ref +3, Will +4
Immunity to Magic: A stone 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 Transmute Rock to
Mud spell slows a stone golem (as the slow spell) for 2d6
rounds, with no saving throw, while transmute mud to rock heals all of
its lost hit points.
A Stone to Flesh
spell does not actually change the golem’s structure but negates its
damage reduction and immunity to magic for 1 full round.
Melee:
Slam +18 to hit 2d10+9
Ranged: Slow effect 10’
range. (Victim can act every other
rd.) Lasts 7 rounds, requiring a DC 18 Will
save to negate. Can be used every 2 rounds, though not on the same opponent.
Stone Golem (5e)
HD 17d10 + 85, Hp 90, AC 17
(Natural)
Str +6, Dex −1, Con +5, Int −4, Wis +0, Cha −5
Damage Immunities: poison, psychic;
bludgeoning, piercing, and slashing from nonmagical weapons that aren’t
adamantine
Darkvision 120 ft.
Passive Perception
10
Immutable Form: The Golem is immune to any spell or effect that
would alter its form.
Magic Resistance: The Golem has advantage on saving throws against
spells and other magical effects.
Magic Weapons: The Golem’s weapon attacks are magical.
Multiattack: The golem makes two slam attacks.
Melee: Slam +10 to hit 19 (3d8 + 6) bludgeoning
Ranged: Slow (Recharge 5–6): The golem targets one or more creatures it
can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw
against this magic. On a failed save, a target can’t use reactions, its speed
is halved, and it can’t make more than one attack on its turn. In addition, the
target can take either an action or a bonus action on its turn, not both. These
effects last for 1 minute. A target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
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