Stained Glass Golem (spider)

(Generated 83 times)
Namelist None
Rank Skilled
Race Winged Spider
Cult rank None
Notes The stained glass golem appears as an amalgamation of spider and butterfly. It has no fly speed, instead animating on spindly legs. Divine casters sometimes build glass golems that resemble the windowpanes commonly found in temples. Thin and agile, these colorful beings often act as spies, wielding powers of stealth that their larger counterparts do not possess. A stained glass golem has a high bonus on Stealth rolls. Dazzling Brightness A glass golem in an area of bright light dazzles any creature within 30 feet that sees it for 1 round (unopposed END roll negates). This is rerolled every round that the golem is in the light. Immune to Magic A glass golem is immune to any spell or spell-like ability. In addition, certain spells and effects function differently against a glass golem, as noted below. A shatter spell damages a glass golem as if it were a crystalline creature. A keen edge spell affects all of a glass golem’s slam attacks as if they were slashing weapons. A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw). A magical attack that deals fire damage ends 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 to that location. A glass golem gets no saving throw against fire effects. Reflect Spells As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell. Bleeding All attacks cause an unopposed bleed effect, unless the special effect is taken in which case it is opposed. Extra 5 AP to all attacks apart from adamantine (added)
STR 2d6+14
CON 2d6+14
SIZ 2d6+37
DEX 2d6+10
INT 2d6+3
POW 2d6+3
CHA 2d6+1
D20Hit locationArmor
01 Right Rear Leg 10
02 Left Rear Leg 10
03 Mid Right Leg 10
04 Mid Left Leg 10
05 Fore Right Leg 10
06 Fore Left Leg 10
07-08 Thorax 10
09-10 Left upper wing Wing 10
11-12 Right upper Wing 10
13-14 Left lower wing 10
15-16 Right lower wing 10
17 Front Left Leg 10
18 Front Right Leg 10
19-20 Cephalothorax 10
Movement 6 m
Natural armor Yes

Non-random features

Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Immune to Magic***
Ability ***Construct*** Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the construct. Require no breath, food, water or any other requirement of life to function. No Willpower skill- immune to any form of mental or emotional domination. (Mythras Core 214-218)
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Stony Skin*** Using Weapons against Inanimate Objects*** See RAW pg 123
Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.

Standard skills

Athletics STR+DEX+35 Brawn STR+SIZ+35 Endurance CON+CON+35
Evade DEX+DEX+30 Perception INT+POW+40 Stealth DEX+INT+45
Willpower -1

Combat styles

Dazzling swipesSTR+DEX+45

Weapon options

1-handed weapons

Amount: 1
slicing leg slam (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
slicing leg slam 1h-melee 1d8+2 H L - Bleed, Impale, Sunder Y Y 0 0 leg