Clay Golem (ruins)

(Generated 24 times)
Namelist None
Classic fantasy
Rank Skilled
Race Golem
Cult rank None
Notes Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces. The animating force for a golem is a being from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator. Golems are highly resistant to magic, immune to: all mind-affecting effects (magical or not), poison, sleep, paralysis, stunning, disease, death effects and necromancy effects. They are also immune to any effect which requires an Endurance check, including wound levels.
STR 2d6+12
CON 3d6
SIZ 2d6+12
DEX 1d6+8
D20Hit locationArmor
01-03 Right leg 4
04-06 Left leg 4
07-09 Abdomen 4
10-12 Chest 4
13-15 Right arm 4
16-18 Left arm 4
19-20 Head 4
Movement 5
Natural armor Yes

Non-random features

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 ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.
Ability ***Immunity to mind affecting magic***
Ability ***Immunity to disease***
Ability ***Resistance to Magic*** All resistance rolls against magical effects are done at Easy difficult grade
Berserk Fighting Style ***Shield Splitter*** Permits clubs and axes to roll the weapon’s damage twice and pick the best result, but only when using the Damage Weapon special effect against shields. Rq6 pg 135
Gift (Secret Teaching) ***Swiftness*** The character gains one additional Combat Action. RQ pg 291

Standard skills

Athletics STR+DEX+8d8 Brawn STR+SIZ+10d8 Perception INT+POW+5d8
Unarmed STR+DEX Willpower POW+POW+5d8

Combat styles

Berserk Fighting StyleSTR+DEX+8d8

Weapon options

1-handed weapons

Amount: 1
Fist (2) (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Fist (2) 1h-melee 1d8 L L - Bash, Stun Location, Sunder Y Y 0 0 arms