Mythic Mithral Golem, Constructive Criticism Please


Advice


I am designing a Mythic Mithral Golem as a guardian at the end of the Witchwar Legacy module (which will be the follow-up upon the completion of a Mythic RoW campaign, spoiler below).

Mythic RoW Plot:
Upon defeating Queen Elvanna and freeing Baba Yaga, the party finds out the "Queen Elvanna" they defeated (as stat'd in the AP)was actually a powerful Clone. The real Queen Elvanna is actually a Mythic spellcaster now (after draining Baba Yaga of some of her Mythic energies). The party will face the golem in the "foyer" of a pocket plane after touching the "fake" Torc in the module. Upon defeating the golem, they will enter the pocket dimension where the real Queen Elvanna and Kostchtchie will be battling for the Torc in a final three-way battle!)

Please evaluate the following build of a Mythic Mithral Golem:

Mythic Mitral Golem:

MYTHIC MITHRAL GOLEM CR 20/MR 8
XP 307,200
N Huge construct
Init +30/+10; Senses darkvision 60 ft., low-light vision, blindsight 60 ft.; Perception +0
DEFENSE
AC 46, touch 22, flat-footed 32 (+10 Dex, +4 dodge, +24 natural, –2 size)
hp 252 (24d10+120)
Fort +8, Ref +18, Will +8; second save
Defensive Abilities block attack, fortification (50%); DR 15/adamantine and epic, improved evasion; Immune construct traits, acid, magic
OFFENSE
Speed 80 ft.
Melee 2 slams +35 (4d10+13)
Space 15 ft.; Reach 15 ft.
Special Attacks dual initiative, feral savagery (full attack), fluid form, quickness, mythic power (8/day, surge +1d10)
STATISTICS
Str 36, Dex 30, Con —, Int —, Wis 11, Cha 1
Base Atk +24; CMB +39; CMD 63
Feats DodgeBM, MobilityBM, RunBM, Spring AttackBM
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Fluid Form (Ex) A mithral golem's body can take on a form like liquid silver as a swift action. While in this form, the mithral golem's reach increases to 30 feet and its DR becomes 15/bludgeoning, adamantine and epic. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action. By spending one use of mythic power, the golem can maintain this form for one minute without expending rounds of use as above.
Immunity to Magic (Ex) A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.
• A slow spell cast on the golem causes it to lose its quickness abilities for 1d6 rounds; the golem receives an initial save and a save each round using the second save ability. A mythic slow spell does not allow a save or ongoing save and causes the golem to lose both its dual initiative and quickness abilities as above.
• A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6) and grants the golem fast healing 1 per level of the caster (maximum fast healing 10) for the full duration. In addition, the golem receives the full benefits of haste per the spell. A mythic haste spell heals for maximum (as above, maximum roll) and provides regeneration (epic) instead of fast healing in addition to normal Mythic Haste results.
• Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (only upon a failed save) and lose the use of its fluid form ability for 24 hours. The golem may expend one use of mythic power to negate the damage and ignore the loss of its fluid form ability; the golem cannot expend mythic power to overcome mythic cold spells.

Quickness (Ex) A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.

Thanks for any critique you can give!


How large is the area in which the group will be fighting this thing and will the fight stay there? A CR20 creature with no means of flight or a ranged attack is pretty irrelevant if it can be moved around.

Its saves are all extremely low. While it may have magic immunity that just counts as unbeatable SR. There are lots of No SR spells. As things stand it can be demolished by a flying spellcaster with enough Snowball spells and a bit of patience. A single Reverse Gravity or Hungry Pit could remove it from contention and allow the rest of the group to demolish it with ranged attacks. At will save 8 a single silent image could fool it completely.


The pocket dimension itself will take care of flight, all teleport effects, any type of summoning or creation of extra-dimensional spaces. Basically, the pocket dimension allows no warping of its reality and laws. The players will pretty much be limited to ground movement.

The area will be large to accomdate the movement capabilities of the golem.

I didn't realise the golem was still affected by figments; I thought being immune to all mind-affecting effects included figments. Of course, it does have blindsense, which could be, combined with immunity to mind-affecting effects, a good reason to give it Immunity to Illusions in total. I had one Mythic Power left to play with out of its nine allocated, so that will be a good one.

The saves are bascially the same as the original mithral golem, except for the Reflex save which has increased because of its enhanced dexterity. I am trying to keep the golem as true to its original make as possible.

Thanks for the pointers! I think it will help aid in a tough but memorable encounter!


Natural flight, via wings, will still work in the pocket dimension however, so those with shape change to fly by wings will still be ok...

Sovereign Court

Have you considered the colossi in Bestiary 4? If you use the stats of a stone colossus or iron colossus just say that they are made of mithral, nobody is going to know.


Eltacolibre wrote:
Have you considered the colossi in Bestiary 4? If you use the stats of a stone colossus or iron colossus just say that they are made of mithral, nobody is going to know.

Thanks for the thought! I have the Bestiary 4 and could use said beasty, but my point for the post was an evaluation of this beasty =)

This is my first try at making a Beastiary critter epic (have used premade mythic critters of course) using the Mythic rules and wanted to see if the creature is done well, needs improvement, where it needs improvement, etc.

For instance, I evaluated the creatures damage output. He gets three attacks, when Full Attacking, thanks to Feral savagery, each for 4d10+13. That is an average damage, if all attacks hit, for 105 damage per round. A CR 20 creature should do between 120 and 90 points, for an average of 105. Right on the money!

Now, the mob has dual initiative, which means he can double that damage in the right conditions. That is balanced by the fact that ability can be taken away by the party via Slow (partially) or Mythic Slow (in full, plus some other powers removed).

That is the stuff I am looking for, but I appreciate the pointing out of the colossus as perhaps some further inspiration.


Updating the Regeneration under Mythic Haste to Regeneration (Sonic), with the idea that sonic damage splatters the liquid mithral about, not allowing the droplets to coalesce back into the solid form.

Mythic Mithral Golem:

MYTHIC MITHRAL GOLEM CR 20/MR 8
XP 307,200
N Huge construct
Init +30/+10; Senses darkvision 60 ft., low-light vision, blindsight 60 ft.; Perception +0
DEFENSE
AC 46, touch 22, flat-footed 32 (+10 Dex, +4 dodge, +24 natural, –2 size)
hp 252 (24d10+120)
Fort +8, Ref +18, Will +8; second save
Defensive Abilities block attack, fortification (50%); DR 15/adamantine and epic, improved evasion; Immune construct traits, acid, illusions, magic
OFFENSE
Speed 80 ft.
Melee 2 slams +35 (4d10+13)
Space 15 ft.; Reach 15 ft.
Special Attacks dual initiative, feral savagery (full attack), fluid form, quickness, mythic power (8/day, surge +1d10)
STATISTICS
Str 36, Dex 30, Con —, Int —, Wis 11, Cha 1
Base Atk +24; CMB +39; CMD 63
Feats DodgeBM, MobilityBM, RunBM, Spring AttackBM
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Fluid Form (Ex) A mithral golem's body can take on a form like liquid silver as a swift action. While in this form, the mithral golem's reach increases to 30 feet and its DR becomes 15/bludgeoning, adamantine and epic. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action. By spending one use of mythic power, the golem can maintain this form for one minute without expending rounds of use as above.
Immunity to Magic (Ex) A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.
• A slow spell cast on the golem causes it to lose its quickness abilities for 1d6 rounds; the golem receives an initial save and a save each round using the second save ability. A mythic slow spell does not allow a save or ongoing save and causes the golem to lose both its dual initiative and quickness abilities as above.
• A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6) and grants the golem fast healing 1 per level of the caster (maximum fast healing 10) for the full duration. In addition, the golem receives the full benefits of haste per the spell. A mythic haste spell heals for maximum (as above, maximum roll) and provides regeneration (sonic) instead of fast healing in addition to normal Mythic Haste results.
• Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (only upon a failed save) and lose the use of its fluid form ability for 24 hours. The golem may expend one use of mythic power to negate the damage and ignore the loss of its fluid form ability; the golem cannot expend mythic power to overcome mythic cold spells.
Quickness (Ex) A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.


Dot to review later!


Appreciate it, thanks =)


Quick thoughts: hp is that of a CR 15 creature. You really need to fix that. Did you add the size based bonus HP for being a construct? Your damage only hits the benchmark due to dual initiative, and only then due to assuming the average damage is per round, not per turn.

Letting them fling quick silver when in that form. Ranged attack!


Cheapy wrote:
Quick thoughts: hp is that of a CR 15 creature. You really need to fix that. Did you add the size based bonus HP for being a construct?

Yup, added the size bonus (40 HP) and Mythic bonus, 10 HP per tier (80 HP). The original creature is CR 16 with 172 HP, so under as well, but is a construct with high AC and resistances, so...

Cheapy wrote:
Your damage only hits the benchmark due to dual initiative, and only then due to assuming the average damage is per round, not per turn.

The golem has 3 attacks per round, the normal 2 Slams plus the extra from Feral Savagery of Full Attacking. I need to add that extra entry into the stat block, thanks! The average damage for all 3 attacks before Dual Initiative is 105, right on the average damage per round shown in the Monster Creation Table: Monster Statics per CR. With Dual Initiative, the golem actually averages 210 average damage, but this is very situational. I'm not sure what you mean by damage per turn vs per round, unless you mean by placing the creature in a DPR calculator?


This is going against a high-level party, and from context it looks like they will have mythic tiers. Its AC and resistances will not matter, as at the very least they will summon swarms of lantern archons to zap it into obliteration.

Also, if the party keeps far enough from it that it must make more than 1 move, its full attack and feral savagery are wasted. That wouldn't be particularly difficult, especially with mythic abilities. 85 feet isn't much to an archer, or, Asmodeus forbid, a gunslinger.


No summoning will be allowed in the pocket plane, as shown above, so no lantern archons, =)

With Dual Initiative and Quickness, the golem can Move, Full Attack and then Move, Full Attack again (20 initiative later). The whole pocket plane "foyer" will be the size of a large hex map, 5 foot by 3 foot, so maybe 60 hexes in length, 36 hexes across.


I see nothing that prevents them from using a gate to call twenty lantern archons. I suppose you could just ban those with the same rationale, but I'm reluctant to depend too heavily on environmental factors to boost an encounter's CR, mainly because PCs have a nasty habit of getting around them.


Updated to show third attack from Feral Savagery...

Mythic Mithral Golem:

MYTHIC MITHRAL GOLEM CR 20/MR 8
XP 307,200
N Huge construct
Init +30/+10; Senses darkvision 60 ft., low-light vision, blindsight 60 ft.; Perception +0
DEFENSE
AC 46, touch 22, flat-footed 32 (+10 Dex, +4 dodge, +24 natural, –2 size)
hp 252 (24d10+120)
Fort +8, Ref +18, Will +8; second save
Defensive Abilities block attack, fortification (50%); DR 15/adamantine and epic, improved evasion; Immune construct traits, acid, illusions, magic
OFFENSE
Speed 80 ft.
Melee 3 slams +35 (4d10+13)
Space 15 ft.; Reach 15 ft.
Special Attacks dual initiative, feral savagery (full attack), fluid form, quickness, mythic power (8/day, surge +1d10)
STATISTICS
Str 36, Dex 30, Con —, Int —, Wis 11, Cha 1
Base Atk +24; CMB +39; CMD 63
Feats DodgeBM, MobilityBM, RunBM, Spring AttackBM
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Fluid Form (Ex) A mithral golem's body can take on a form like liquid silver as a swift action. While in this form, the mithral golem's reach increases to 30 feet and its DR becomes 15/bludgeoning, adamantine and epic. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action. By spending one use of mythic power, the golem can maintain this form for one minute without expending rounds of use as above.
Immunity to Magic (Ex) A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.
• A slow spell cast on the golem causes it to lose its quickness abilities for 1d6 rounds; the golem receives an initial save and a save each round using the second save ability. A mythic slow spell does not allow a save or ongoing save and causes the golem to lose both its dual initiative and quickness abilities as above.
• A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6) and grants the golem fast healing 1 per level of the caster (maximum fast healing 10) for the full duration. In addition, the golem receives the full benefits of haste per the spell. A mythic haste spell heals for maximum (as above, maximum roll) and provides regeneration (sonic) instead of fast healing in addition to normal Mythic Haste results.
• Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (only upon a failed save) and lose the use of its fluid form ability for 24 hours. The golem may expend one use of mythic power to negate the damage and ignore the loss of its fluid form ability; the golem cannot expend mythic power to overcome mythic cold spells.
Quickness (Ex) A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.

I don't know how to superscript in this format; the BM after each Feat shows it was a Bonus Feat (as per the original mithral golem entry) and is Mythic.


Hmm, a single arcane caster with Wild Arcana may well ruin your day with Control Construct.


andreww wrote:
Hmm, a single arcane caster with Wild Arcana may well ruin your day with Control Construct.

Very true! In this case, the party has 2 arcane casters, a Winter Witch and a Bard. It is not on the spell list of either. Would make for a pretty easy encounter otherwise, even with a DC 34 Spellcraft check (which, at this level, should be easy to make). Thanks for the tip!

Edit: I may make a control contingency in place, with the golem always under control of the master (Baba Yaga). The magic will wain with each passing round of control battle, starting at a DC 51 (Baba Yaga's spellcraft, taking 10) and losing 1 point each round. So, initially, a much harder roll, but each round getting easier until you reach the golem's control score of 34. Seems like something Baba Yaga would have the foresight, and power, to implement. It wouldn't be full proof against control (which I don't want), but may allow the golem a few rounds of battle before coming under control of the party. Should be fun if it happens, seeing the caster receiving a mental image of Baba Yaga shaking her finger at him, saying I don't think so...

Much more epic feel to it that way. Instead of, "I gained control of a golem", the caster can say, "I wrestled control of her pet golem from Baba Yaga herself, battering her will to submission, then made her pet my plaything!"

I like it!


I decided to make two versions of the golem. The one above is the "standard" Mythic Mithral Golem. The one in the pocket dimension will be a unique shield guardian version created by Baba Yaga. Here is the new entry for review:

Mythic Mithral Shield Guardian Golem:

MYTHIC MITHRAL SHIELD GUARDIAN GOLEM CR 22/MR 9
XP 614,400
N Huge construct
Init +30/+10; Senses darkvision 60 ft., low-light vision, blindsight 60 ft.; Perception +0
DEFENSE
AC 47, touch 22, flat-footed 32 (+10 Dex, +4 dodge, +25 natural, –2 size)
hp 370 (24d10+130); Fast Healing 5
Fort +8, Ref +18, Will +8; second save
Defensive Abilities block attack, fortification (50%); DR 15/adamantine and epic, improved evasion; Immune construct traits, acid, illusions, magic
OFFENSE
Speed 80 ft.
Melee 3 slams +35 (4d10+13)
Space 15 ft.; Reach 15 ft.
Special Attacks dual initiative, feral savagery (full attack), fluid form, quickness, mythic power (9/day, surge +1d10)
STATISTICS
Str 36, Dex 30, Con —, Int —, Wis 11, Cha 1
Base Atk +24; CMB +39; CMD 63
Feats DodgeBM, MobilityBM, RunBM, Spring AttackBM
ECOLOGY
Environment Pocket Plane
Organization Unique
Treasure See Below
SPECIAL ABILITIES
Controlled (Ex) The pocket plane the shield guardian guards acts as its amulet, providing bonuses as if its master, Baba Yaga, were present. Those attempting to control the golem must make a contested Spellcraft check against DC 51 (Baba Yaga’s Spellcraft, taking 10); the DC drops by 1 per complete round of contention, until the golems DC 34 is met.
Fluid Form (Ex) A mithral golem's body can take on a form like liquid silver as a swift action. While in this form, the mithral golem's reach increases to 30 feet and its DR becomes 15/bludgeoning, adamantine and epic. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action. By spending one use of mythic power, the golem can maintain this form for one minute without expending rounds of use as above.
Immunity to Magic (Ex) A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.
• A slow spell cast on the golem causes it to lose its quickness abilities for 1d6 rounds; the golem receives an initial save and a save each round using the second save ability. A mythic slow spell does not allow a save or ongoing save and causes the golem to lose both its dual initiative and quickness abilities as above.
• A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6) and increases the golems fast healing by 1 per level of the caster (maximum fast healing bonus +10) for the full duration. In addition, the golem receives the full benefits of haste per the spell. A mythic haste spell heals for maximum (as above, maximum roll) and provides regeneration (sonic) instead of fast healing in addition to normal Mythic Haste results.
• Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (only upon a failed save) and lose the use of its fluid form ability for 24 hours. The golem may expend one use of mythic power to negate the damage and ignore the loss of its fluid form ability; the golem cannot expend mythic power to overcome mythic cold spells.
Mythic Construct (Ex) As both a powerful mythic artifact and construct created by Baba Yaga, the mythic mithral shield guardian golem counts as having both Hardness 15 (as an object) and DR 15 (adamantine and epic). Only an epic adamantine weapon can bypass its Hardness/DR, and only abilities that let both Hardness and DR be bypassed, as per their text, bypass the DR of this creature. Further, all energy attacks (except sonic) are halved before applying the golem's Hardness, if the attack is not mitigated by Magic Immunity, as below; the golem's Improved Evasion further applies if a Reflex Saving Throw is allowed. Finally, the golem receives maximum HP for its HD, size and mythic tier.
Quickness (Ex) A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.
Spell Storing (Sp) The shield guardian stores one use of an Augmented Mythic Haste spell (CL 10) that it will “cast” if it reaches half damage; this is a Standard Action that expends one use of Mythic Power. A special ioun stone floats within the golem’s fluid form that uses ambient mythic energies to recharge the spell. The stone may be removed with a DC 51 Spellcraft or Disable Device check after the golem’s death or control. The stone allows the wielder to expend one use of Mythic Power to cast a CL 10 Augmented Mythic Haste which only affects the wielder; this ability can only be used once per day. The wielder must be either mythic rank 3 or tier 3 and the stone may only be recharged by orbiting the wielder for 24 hours.


Honestly, the best advice will be to do whatever is necessary to hit the target values of the Monsters by CR table here. It's hard to go wrong there. I think this is an effective CR of 26, which means the HP is very low (partially made up for by the above average AC and Block Attacks, but for the most part, it needs a bump), the saves are very, very, VERY low. It's good save is of a creature 10 CRs beneath it. The immunity to magic helps some, but still...

Just add abilities that up its poor statistics. I once had to add Toughness and an (Ex) ability to add 1 HP per HD to a creature, because the fort Saves and DCs (which were Con based) would be too high if I made it so that I hit the target HP values. I recommend doing the same sort of thing here.

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