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Physical Description: [If they make it through the doorway:] You step through the doorway onto a landing atop another set of wide stone steps. The carpet here is of an intensely deep purple hue, and it runs down the steps and continues to the far end of an immense chamber. The vaulted ceiling rises high above you, supported by a row of columns on either side of the room. Each is embossed with various images similar to those found on the doors behind you. Lining the walls behind the columns hang ancient tapestries bearing grisly images of unspeakable acts of violence. [They are very delicate and will fall to pieces if disturbed.] Upon a raised dais at the far end of the chamber sits an altar of carved stone approximately ten feet long, four feet wide, and four feet tall. Several ghastly images akin to those upon the columns and tapestries are sculpted around the sides of the altar. They are stained with the drippings of blood, and the surface of the altar is coated with the dark evidence of countless sacrifices. It appears that the surface of the altar is a slab set on top of the stone and fluted decorations that could be handholds are along the sides of the slab. It is not readily apparent if the altar is hollow beneath the slab or not. On either side of the altar stand brazen censers on tripods of iron. Heaps of ashes and traces of half-burnt herbs and minerals rest within the bowls. Behind the altar is an eighteen-foot-tall effigy of a being that resembles the central figure of the other images throughout the chamber. He stands, arms folded across his chest, and appears to be staring angrily down upon you. [If the adventurers try to move the slab they find that they can do so.] Encounter Details: [If the characters attempt to open the altar, determine if the party is surprised. If the group tries to move the slab without specifically saying that someone is standing guard then it is reasonable to assume that they are intent on the possibility of treasure and are surprised.] You hear the sound of stone grating against stone but the way the sound echoes through the chamber it is impossible to tell where it came from. The lid of the altar is extremely heavy and takes several people to lift. As you remove the lid the shadows seem to gather around you and the grating of stone upon stone continues to grow louder. Suddenly a massive stone arm strikes down from above and you realize that the great stone statue which had loomed over you is attacking. [If the heroes are not surprised:] You hear the sound of stone on stone, but the lid doesn’t shift. A shadow plays across the altar and you turn to see the giant statue, its hands balled into huge fists, stepping downward towards your position. Special Monster Considerations: The golem will use its huge fists like massive clubs and attempt to smash the characters into the flagstone floors. If the characters run away from the altar and remain at least fifty feet away from it, the golem will return to its pedestal and resume its stance. Treasure: [If the characters defeat the golem they then have an opportunity to finish removing the stone slab and check inside the altar.] Once the dust has settled, you are able to continue to remove the stone slab that forms the surface of the altar. The altar is indeed hollow and a rich purple linen cloth decorated with gold thread covers a gray stone coffer that is set within the side walls of the altar, which is approximately five feet wide and two feet deep. There is no lid except for the rich purple covering [10 gp]. Pulling it aside, there flashes more gold from the tops of leather bags that are so full they can hardly be closed. You may be the first humans who have seen this treasure for a very long time. Looking through the coffer you find fifteen large leather sacks [2 gp each] filled with gold coins of an ancient civilization [7,400 gp], one small leather pouch [5 sp] containing four yellowish gemstones [citrine, 100 gp each], a small wooden box [5 sp] containing a golden ring engraved with ancient runic symbols [Ring of Protection +1; 2,000 gp], an apparently unremarkable stone cube [Stone of Alarm; 2,700 gp] , and, wrapped inside a black linen cloth [4 sp], you find a delicate-looking mummified hand attached to a golden neck-chain [Hand of the Mage; 900 gp]. [Total treasure value 13,441.4 gp] Greater Stone Golem Size/Type: Huge Construct; Hit Dice: 42d10+40 (271 hp); Initiative: -2; Speed: 20 ft. (4 squares); Armor Class: 27 (-2 size, -2 Dex, +21 natural), touch 6, flat-footed 27 Base Attack/Grapple: +31/+52; Attack: Slam +42 melee (4d8+13); Full Attack: 2 slams +42 melee (4d8+13); Space/Reach: 15 ft./15 ft. Saves: Fort +14, Ref +12, Will +14; Abilities: Str 37, Dex 7, Con Ø, Int Ø, Wis 11, Cha 1. Special Attacks: Slow; Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision. Challenge Rating: 16; Treasure: None; Alignment: Always neutral. This golem has a humanoid body made from stone. A greater stone golem is 18 feet tall and weighs around 32,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs. Combat Greater stone golems are formidable opponents, being physically powerful and difficult to harm. Slow (Su): A greater stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 31 Will save to negate. The save DC is Constitution-based. Immunity to Magic (Ex): A greater 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 greater stone golem (as the 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. |
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