Extras‎ > ‎Custom Creations‎ > ‎SpesMagna's Lab‎ > ‎

Victor (The Doom in Iron)


Victor CR 20
XP 307,200
"Male" awakened iron golem evoker 14

LE Medium construct
Init
+2; Senses darkvision 60 ft., low-light vision; Perception +19
 DEFENSE

AC 32, touch 14, flat-footed 30 (+2 deflection, +2 Dex, +18 natural); 20% miss chance
hp
 168 (18d10+20 plus 14d6)
Fort
+10, Ref +12, Will +16
DR 15/adamantine; Immune construct traits, magic.; Resist acid 20

 OFFENSE

Speed 20 ft.
Melee 2 slams +34 (2d10+13 plus 2d6 vs. good/17-20), or 2 slams +22 (2d10+37 plus 2d6 vs. good/17-20, Power Attack)

Ranged +2 flaming composite [Str +9] longbow +25/+20/+15/+10 (1d8+11 plus 1d6 fire/x3, range increment 110 ft.)
Special Attacks breath weapon, elemental wall (14 rounds/day), force missile (1d4+7 points of damage, 6/day), intense spells (+7 damage to evocation spells), 
Wizard Spells per Day (CL 14th; 4/5+1/5+1/5+1/4+1/3+1/3+1/2+1)
Wizard Spells Prepared (DC 13 + spell level)
7th - greater arcane sight, greater teleport, project image
6th - acid fog, greater dispel magic (x2), programmed image
5th - cone of cold, mage's private sanctum, wall of force, waves of fatigue
4th - dimension door, fire shield, wall of fire (x2), enervation
3rd - dispel magic, fireball (x2), ray of exhaustion, stinking cloud
2nd - acid arrow, see invisibility, flaming sphere, scorching ray (x2)
1st - burning hands (x2), mage armor, magic missile (x2), ray of enfeeblement

Tactics Delay, confuse, and separate with project image, acid fog, wall of force, and wall of fire. Protect self with fire shield and mage armor. Use ground zero fireballs and other fire spells to hurt enemies and heal self. Move and/or escape via greater teleport and dimension door. Plot and rest within mage's private sanctum. Pulverize foes with Power Attack slams.

 STATISTICS

Str 28, Dex 15, Con --, Int 17, Wis 13, Cha 14
Base Atk +25; CMB +34 (+36 sunder and trip); CMD 46 (48 vs. sunder and trip)
Feats Combat Casting, Combat Expertise, Craft Construct, Craft Magic Arms and Armor (B), Craft Wondrous Item (B), Critical Focus, Improved Critical (slam), Improved Natural Attack, Improved Sunder, Improved Trip, Intimidating Prowess, Leadership, Lunge, Magical Aptitude, Power Attack, Scribe Scroll (B), Staggering Critical, Stunning Critical, Throw Anything

Skills
Disable Device +21, Intimidate +29, Knowledge (arcana) +20, Knowledge (engineering) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Perception +19, Sense Motive +19, Spellcraft +24, Use Magic Device +24

Languages
Common, Elven, Ignan, Infernal

SQ arcane bond (signet ring), arcane school (evocation), opposition schools (enchantment, transmutation)

Combat Gear +2 flaming composite [Str +9] longbow, cloak of minor displacement, unholy amulet of mighty fists, ring of major acid resistance, ring of protection +2; Other Gear 20,000 gp of other stuff I don't feel like deciding upon

 SPECIAL ABILITIES

Breath Weapon (Su)

As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison is magically created each time the golem uses this power.

Breath weapon - inhaled; save Fort 26; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.

Immunity to Magic (Ex)

An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, 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. An iron golem gets no saving throw against fire effects.
* An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.

Powerful Blows (Ex)

An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19-20 with its slam attacks.

3rd Party Publisher


This content was created by a third-party publisher for use with the Pathfinder rules.