Yomabo |
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So I am the forever DM of my party. I decided that the adventure I am playing needed a interesting fight. I love templates and always wanted to use the Worm that walks template. It says to only use it on evil spellcasters, but I found it a cool design to make a Flesh worm that walks Golem.
After applying the template, things started to break down. I still think it is a cool build. Any thoughts on this? Because I think it can become a slugfest:
The build:
Golem, Flesh Worm That Walks CR 9
XP 6400
Neutral Large Construct (Vermin) Construct traits
Init +1; Senses Darkvision 60, Low-light Vision; Perception +8
DEFENSE
AC 11, touch 11, flat-footed 10 ( No Armour, Shield, none)
(+1 Dex, -1 size, +1 insight)
hp 79 (9d10+30);Fast Healing (Ex) = CR
Fort +3, Ref +4, Will +3
Damage reduction 5/adamantine, Immunity to 1 - magic A flesh 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., Immunity to 2 - A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save)., Immunity to 3 - A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 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. A flesh golem gets no saving throw against attacks that deal electricity damage., Damage reduction 15/-, Immunity to disease, paralysis, poison, and sleep effects
OFFENSE
Speed: 30ft.
Single Attack Slam +13 (1d6+5) (Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)
Full Attack
2 Slam +13 (1d6+5)(Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)
Space 10 ft.; Reach 10 ft.
Special Attacks
Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.,
Squirming Embrace (Ex) DC(14) 2d6 +1.5 Str bonus,
Squirming Embrace (Ex) DC(14) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarms distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 1/2 the worm that walkss HD its Con modifier).
STATISTICS
Str 20, Dex 13, Con 0, Int 0, Wis 11, Cha 1
Base Attack 9 CMB +15 CMB Bonus 4 Grapple; CMD 27 CMD Bonus 4 vs grapple
Feats
Diehard: Remain conscious at -1 to -9 hp
Skills Perception +8, Sense Motive +8, Stealth +5
Languages
ECOLOGY
Environment Any
Organization Solitary, Gang 2-4
Treasure None
SPECIAL ABILITIES
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golems creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golems berserk chance to 0%
Grab (Ex):If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creatures Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creatures descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Construct traits:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
XP 6400
Neutral Large Construct (Vermin) Construct traits
Init +1; Senses Darkvision 60, Low-light Vision; Perception +8
DEFENSE
AC 11, touch 11, flat-footed 10 ( No Armour, Shield, none)
(+1 Dex, -1 size, +1 insight)
hp 79 (9d10+30);Fast Healing (Ex) = CR
Fort +3, Ref +4, Will +3
Damage reduction 5/adamantine, Immunity to 1 - magic A flesh 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., Immunity to 2 - A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save)., Immunity to 3 - A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 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. A flesh golem gets no saving throw against attacks that deal electricity damage., Damage reduction 15/-, Immunity to disease, paralysis, poison, and sleep effects
OFFENSE
Speed: 30ft.
Single Attack Slam +13 (1d6+5) (Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)
Full Attack
2 Slam +13 (1d6+5)(Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)
Space 10 ft.; Reach 10 ft.
Special Attacks
Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.,
Squirming Embrace (Ex) DC(14) 2d6 +1.5 Str bonus,
Squirming Embrace (Ex) DC(14) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarms distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 1/2 the worm that walkss HD its Con modifier).
STATISTICS
Str 20, Dex 13, Con 0, Int 0, Wis 11, Cha 1
Base Attack 9 CMB +15 CMB Bonus 4 Grapple; CMD 27 CMD Bonus 4 vs grapple
Feats
Diehard: Remain conscious at -1 to -9 hp
Skills Perception +8, Sense Motive +8, Stealth +5
Languages
ECOLOGY
Environment Any
Organization Solitary, Gang 2-4
Treasure None
SPECIAL ABILITIES
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golems creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golems berserk chance to 0%
Grab (Ex):If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creatures Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creatures descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Construct traits:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.