Iron Golem

An iron golem is like other golems, mostly made in the shape of a humanoid, though this one is made from… well, iron. The thing with iron is, it is hard. And we all know iron’s negative effect on magic. So these guys are hard to take down. Doesn’t mean you can’t do it. We knew an iron golem was guarding the lower levels of an ancient Eldar ruin, and those guys really liked their golems, so we had to take it down to explore the ruin fully. Luckily, Delgon found some old dusty tome talking about how tritium is the best way to cut one of these guys down. Forging a tritium blade was not cheap, but the money spent on it was better than that on a coffin.

—Etahn

Iron Golem

CharacteristicsCV15
StatScore%Speed30’
STR32160HP160
CON——Dmg Mod+3d6
SIZ40200AV13
INT——ClassMonster
ACU1050TypeConstruct
DEX840Horror–
SOC——TreasureHarvestables
  • Attack: (2) Iron Slam 95% 1d8+15+dm
  • Skills: Dodge 20%, Grapple 95%, Hide 10%, Listen 65%, Spot 70%, Stealth 10%
  • Special: Arc Discharge, Iron Bulwark, Magnetic Surge, Golem Traits
  • Weaknesses: Tritium
  • Habitat: Any
  • Encounter: Solitary

SIZ Note

Huge (SIZ 40) = -15% to Hide, Stealth, and Dodge (already applied).

Iron Bulwark

The iron golem’s magically reinforced body is nearly impervious to conventional weapons. It has 160 HP instead of the normal 80 HP provided by its SIZ. In addition, the iron golem cannot be knocked prone or forcibly moved unless the attacker succeeds at a Difficult opposed STR Heroic Action.

Arc Discharge

The iron golem releases the magical energy stored within its body in a violent electrical arc. As a standard action, the golem projects electricity in a 30′ line. Everyone within the line suffers 6d6 electrical damage. A successful Dodge save reduces the damage by half. Creatures wearing medium or heavy metal armor suffer an additional 1d6+1 electrical damage. Once used, the iron golem cannot use Arc Discharge again for 3 rounds.

Magnetic Surge

Once per combat as a free action, the iron golem can release a powerful magnetic pulse centered upon itself. Every creature within 30′ carrying or wearing a significant amount of metal must succeed at an opposed STR Heroic Action against the golem. On a failure, the creature is pulled 10′ toward the iron golem. A creature wearing medium or heavy metal armor also falls prone. Loose metal objects within the area are violently pulled toward the golem.

Tritium Weakness

Tritium interferes with the enchantments binding magic to the iron golem’s body. Tritium weapons ignore half of the iron golem’s AV.

Lightning Resistance

The enchantments woven throughout an iron golem’s metal body safely conduct electrical energy. The iron golem takes half damage from electrical magic and gains a +20% bonus to saves against electrical spells and magical effects.

Golem Traits

The root golem has all standard Golem Traits: immunity to critical hits, mind magic, disease, death effects, paralysis, poison, sleep, stun, and effects requiring a CON save. Damage from spells is reduced by 50% unless otherwise noted. It has Darkvision 60’. A golem does not normally Dodge or Parry unless its instructions specifically command it to defend itself.

Reagents & Remnants

Golem Core (Remnant)
The crystal or glass sphere containing the exceptionally powerful enchantments necessary to animate an iron golem. Even after the construct is destroyed, the core retains substantial magical value.

Value: 2,200 gp
Harvesting Difficulty: Very Difficult