
qlawdat |
We are level 16. In the party we have a wizard, sorcerer, paladin (has an animated shield and switched from sword and board to two-handed), and a alchemist/barbarian/rogue/master chymist. We just entered a room with the golem in it. What we really need is to get past the golem. It is standing right in front of the door. However the room is small enough it doesn't really have to move to reach most of the room. The doors are set in a way that we cannot open them with the golem standing where it is. We have no way past its damage reduction.
Any advice on fighting this beast would be greatly appreciated. For the sake of ease assume we can rest and prep spells, and that the wizard has access to all wizard spells form the core book and APG.

Cartigan |

That's a little hardcore for a level 16 party.
Assuming you know enough about the Adamantine Golem. You could try to use Transmute Metal to Wood on it to change its DR to Adamantine (which is barely better than DR epic). Then make sure you get Wish just in case you actually kill it. But a two-hand Paladin should be dishing out enough pain to do well over the DR 15. And hunt down all the spells with "SR: None." The Sorcerer is probably kind of boned though. He should stand in the back and cower.

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Cloud Spell, Invisibility Sphere, Fly, Illusion spell (of you running away), Create Pit Spells.
Pre-fight: Buff as much as you can spare - minimum of Invisibility and Fly on everyone, Silence if possible, Haste if possible.
Step 1: fog the room so it can't see you.
Step 2: create pit (for you to hide in)
Step 3: Illusion spell (of your choice - the more realistic, the better)
Step 4: Hope the critter chases fake you. If not, Pit Spell under golem
Step 5: Fly like heck through the door
I doubt you can stand up to it in a toe-to-toe fight, unless you find some way to prevent it from connecting with its melee attacks.

Ksorkrax |

It's a construct that is employed as a guardian. Which means it could have orders. Combat doesn't have to be the solution here - maybe there's some trick evolved, a password or a passcard or maybe it's limited in some way (for example, maybe it can only attack when attacked itself)
Usually that's how heroes in a book would deal with such a situation

Fergie |

Violence my sound like the easy answer, but that could mess up your long-term friendship with the golem. Have you tried talking to the golem? Tell the golem how blocking the door is preventing your from getting on with the adventure, and causing everyone at the table to have less fun then they could be having. It could even create a safety issues if there was a fire or something. If talking doesn't work, you should just stop inviting the golem to your games until it stops being so difficult.
Oh, wait... This is an "in-game" golem problem...
Perhaps summon something that can take a beating, and while the summoned creature and the golem slug it our, you Passwall, Etheral Jaunt, D-Door, or whatever past the door. Note also that golems can't heal, so if you have the time, you can keep chipping away at this thing -fallback to heal (or even rest)- then continue attacking.

Dreaming Psion |

Violence my sound like the easy answer, but that could mess up your long-term friendship with the golem. Have you tried talking to the golem? Tell the golem how blocking the door is preventing your from getting on with the adventure, and causing everyone at the table to have less fun then they could be having. It could even create a safety issues if there was a fire or something. If talking doesn't work, you should just stop inviting the golem to your games until it stops being so difficult.
Oh, wait... This is an "in-game" golem problem...
Perhaps summon something that can take a beating, and while the summoned creature and the golem slug it our, you Passwall, Etheral Jaunt, D-Door, or whatever past the door. Note also that golems can't heal, so if you have the time, you can keep chipping away at this thing -fallback to heal (or even rest)- then continue attacking.
The summon/distract and d-door/teleport/etc seems like your best option. Note that the damage and flee option won't work since the adamantine golem has regenerative capabilities on top of high defenses.
Edit: Another option might be to use your surroundings. What's the terrain like? At 16th level with heavy arcane support, I assume that all your group can fly. So you might try knocking out the floor from under it (transmute rock to mud, stone shape, etc), or make you own path with various spells. Your alchemist might make gaseous form infusions/potions for the entire group.

Psisquared |

If you just need to get past the golem, and not actually kill it, you can:
1. Invisibility/Stealth the party. Golem's aren't very perceptive.
2. Cast create pit (or similar) on the golem's space. There's no spell resistance, so immunity to magic doesn't help, and its reflex save isn't amazing.
Those are the best solutions I can come up with.

Bob_Loblaw |

Do you have any ways of getting some rust monsters in there? Maybe some advanced rust monsters? I think it would be funny to watch an adamantine golem go down in a rust-colored poof. I figure 7 to 8 rust monsters could take it down in a round. You will still have to deal with 5-6 of them but that's something you should be able to handle at your level.
You may have to head back to town and do some research if you can. Adamantine golems are not easy to destroy.

Cartigan |

Create pit is a 10x10 hole. The golem is 15x15.
Why can't one of your casters just dimension door/teleport everyone to the other side of the door?
Alternately, Forcecage affects a 20x20' area. Just cage him up, and walk around him (assuming the room is at least 25x25'.
Use the Widen feat. I would say get a rod, but apparently Widen is the only metamagic feat without a rod.

Tarantula |

Use the Widen feat. I would say get a rod, but apparently Widen is the only metamagic feat without a rod.
Core: 137, "Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not have an area of one of these four sorts are not affected by this feat."
Create pit does not use a burst, emanation, line, or spread size. It cannot be widened.

james maissen |
We just entered a room with the golem in it. What we really need is to get past the golem. It is standing right in front of the door. However the room is small enough it doesn't really have to move to reach most of the room. The doors are set in a way that we cannot open them with the golem standing where it is.
It's a golem.
It's mindless.
Try to out-think it.
If you fail, then you deserve what you get.
-James

Warm & Fuzzy |

jump onto a different train...
O and if you do kill it... you guys are gunna be so freakn rich your DM will never throw one of these at you again... chop it up and vendor it! welcome to being so freakn rich you don't know what to do with it.
Uhm, the metals used in the construction of one adamantine golem is not worth more than 100.000 gp, i.e. 25.000 each. I will admit it`s a bit more than the Core Rulebook average treasure value per encounter, but it`s hardly more than what 4 16th level characters will know what to do with.
but yeah, try to out-think it. Shouldn`t be a problem with the resources you have awailable at your level:)

Philip Knowsley |
Tarantula wrote:Create pit is a 10x10 hole. The golem is 15x15Oooh! That's a good point. What happens if you create a pit smaller than the opponent's spacing? Is it considered on the edge of the pit? Is it immune?
Would the golem count as squeezing if you created the pit 'partially' under it...?
That'd give you a small leg up anyway...
Elghinn Lightbringer |

Do you have any ways of getting some rust monsters in there? Maybe some advanced rust monsters? I think it would be funny to watch an adamantine golem go down in a rust-colored poof. I figure 7 to 8 rust monsters could take it down in a round. You will still have to deal with 5-6 of them but that's something you should be able to handle at your level.
You may have to head back to town and do some research if you can. Adamantine golems are not easy to destroy.
There is also the Annihilator from 3.5 Forgotten Realms, maybee the Underdark book or somthing. It's a nasty rust monster hybrid that destroys the things it hits with its antennae, much like a sphere of annihilation.

BigNorseWolf |

Grease. Summon monster to bring in lantern arcons. Death of a thousand cuts.
Lantern Archon CR 2
XP 600
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
Statistics
Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –4; CMD 6
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
Ecology
Environment any (Heaven)
Organization solitary, pair, or squad (3–6)
Treasure none

Stynkk |

Ask the golem if it can open the door for you?
Immunity to Magic(Ex): An adamantine 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.
Or Stand on the other side of the door and watch the Acid Spells or other spells that go around SR and take the golem down after a few days.

HalfOrcHeavyMetal |

Problem is, the Adamantine Golem is theoretically indestructable at your level. It has Damage Reduction 15/Epic and Fast Healing 10. BigNorseWolf raises a valid point about the Lantern Archon, finding something that could keep the Adamantine Golem in place long enough to not squish the PCs is going to be problematic.
Casting Rock to Mud and then reverting the spell through Mud to Rock will only give you a few rounds to bypass the Golemn, but hopefully once you are out of sight, the Golem cannot or will not continue pursuit. Unfortunately, this only applies in a natural setting, as the spell cannot affect worked stone.
Illusions for the most part won't work, as Golemns are immune to Mind-Affecting effects, such as phantasm and patterns. Silent Image, on the other hand, should be more than enough to distract the Golem over to one side, and the PCs can run past. Be aware that while the Golem does have a Will Save of 10, odds are as it has 0 Intelligence, it's not going to stop smushing the Illusion so long as the PCs try their damndest to remain as quiet as possible, even going so far as to use Invisibility to mask themselves so even if the Fighter does rattle like an angry steam-tank, the Golem will be unable to spot them.
Lacking that, using a Wall spell that conjures a solid barrier can 'bypass' the Golem long enough for the PCs to lure it away from the guard-post, 'trap' the Golem for a few rounds while the PCs bug the hell out of dodge and get to where they need to be. Nothing like pressure on the Rogue to open the locked door as this unstoppable behemoth starts to shatter the Wall of Force behind them like so much Glass....

Kevin Andrew Murphy Contributor |

Polymorph Any Object works on worked stone.
Rather than turning the floor to mud, you could also turn it into something nastier, like a pool of acid or mercury. Of course this then causes the GM to have to make a judgement call as to what happens when you immerse adamantine let alone a full adamantine golem in a vat of pure mercury. Does it dissolve as with other metals? Is it untouched? Does it sink or float--what is the specific gravity of adamantine relative to mercury?
In any case, it should be more damaging than just mud regardless.

Cartigan |

Grease. Summon monster to bring in lantern arcons. Death of a thousand cuts.
Unless you can summon roughly, oh, I dunno, 30 of them, it won't do any good. The attack doesn't do enough damage.
I say Wall of Lava. The least you can do is 10d6 four times with the walls power, and then it does half the damage dealt for at least one round after each eruption. Plus heat damage each round. If you roll just above average, you can probably take it with just that.
Then you wish that it stays dead and chop it up for the 100k worth of material.

mdt |

I like a combination of all of the above. Sounds like they have time, it's not moving. If town can be gotten to easily (and at level 16, teleport should work), bamph back to town, buy some supplies, and come back. Get the golembane scarab (or two) and put them on some ranged attackers who fire down the corridor at the golem. Have the spell caster unleash buffs/anti-buffs. Then start spamming summon with a wand or some scrolls. Fill the room up with lantern archons via wand/scroll and have a wish spell on scroll (or just memorized). I'd personally say that once it's dead, rather than wish it dead, wish it owned by the PCs.

Remco Sommeling |

BigNorseWolf wrote:Grease. Summon monster to bring in lantern arcons. Death of a thousand cuts.
Unless you can summon roughly, oh, I dunno, 30 of them, it won't do any good. The attack doesn't do enough damage.
I say Wall of Lava. The least you can do is 10d6 four times with the walls power, and then it does half the damage dealt for at least one round after each eruption. Plus heat damage each round. If you roll just above average, you can probably take it with just that.
Then you wish that it stays dead and chop it up for the 100k worth of material.
10 Lantern Archons, with haste, prayer, and good hope might do well enough, though I do not have the stats of the golem at hand

qlawdat |
Thanks for all the advice. We are in a demiplane and all my efforts to turn any of the floors or walls into anything else have failed. I haven't tied to directly disintegrate the floor though. But rock to mud, meld into stone, and stone shape have all failed.
The room, as I mentioned, is pretty small. I don't remember off the top of my head if it could reach the whole room from where it stood, but the room felt very small with the huge golem in it.
I have told the melee people several times to buy a scarab of golem bane, but they haven't (maybe they will listen to me now!!).
I like the grease idea.
Not sure how any of the pit spells would work... but its a good idea.
The paladin has an adamantine weapon, but since metal to wood is a druid only spell we don't have access to it.
I have a big fan of illusions, so this could work.

Cartigan |

Cartigan wrote:10 Lantern Archons, with haste, prayer, and good hope might do well enough, though I do not have the stats of the golem at handBigNorseWolf wrote:Grease. Summon monster to bring in lantern arcons. Death of a thousand cuts.
Unless you can summon roughly, oh, I dunno, 30 of them, it won't do any good. The attack doesn't do enough damage.
I say Wall of Lava. The least you can do is 10d6 four times with the walls power, and then it does half the damage dealt for at least one round after each eruption. Plus heat damage each round. If you roll just above average, you can probably take it with just that.
Then you wish that it stays dead and chop it up for the 100k worth of material.
So what they need is an average of 3 to 4 Summon Monster Vs, 2 rd level spells, and a spell they don't have access to. Great plan.
I still say Wall of Lava. Give the Paladin greater invisibility, a scarab of golembane, minor resist energy, and let him use his own buffs. Then everyone else can hide outside. Maybe the Alchemist thing too if he is supposed to be a combat monster. But Wall of Lava should apply plenty of pain anyway, a 16th level Wizard or Sorcerer could only miss the golem on a 1.

Bob_Loblaw |

Anything you can use to separate you from the golem should be enough to help you get past even if some of you have to squeeze. A wall of stone, wall of force, wall of ice, wall of iron, etc. all can create a barrier. You could also consider force cage (mentioned earlier). Making everyone invisible and summoning a creature to lure the golem away from the door is also an option. Can you cast gaseous form and possibly seep through the cracks in the door frame? Mislead could also help at least the wizard get past the golem. Gate would be an easy (but not cheap) way to get whatever help you need. You could use it to call the rust monsters I mentioned earlier. You would only get 6 but that may be enough. It would just take 2 rounds instead of 1 to take it out.

Dabbler |

It's a golem.
It's mindless.
Try to out-think it.
If you fail, then you deserve what you get.
-James
This.
Use Polymorph Any Object as rich man's "Rock to Mud." Watch the golem sink into the floor. Dispel Magic. Walk over the entombed golem.
Extra fun: Combine with Reverse Gravity and entomb it in the ceiling.
And This.
You can rig all sorts of traps and trips to immobilise or otherwise deflect the golem without actually having to kill it. I can recall an iron golem a party faced at level 1 ... all you had to do was say to it "take me to your master" and it would escort you into the complex it guarded.
Destroying it is hard, defeating it is relatively easy.

brassbaboon |

Metagaming a bit here, but if your DM is throwing an adamantine golem at your party, there must be a non-combat way to defeat it, or it appears to be a mismatched encounter.
If the DM is just trying to see what you can do against his golem, then it might be necessary to at least attempt to fight it.
When you engage it, does it ever leave its position? If so perhaps you can bait it, wall it temporarily away from the door, and go through the door.
If you can summon monsters that can do enough damage to get past its damage reduction and healing, I'd summon a bunch of them. In similar situations at lower levels my group frequently summons rhinos to get past damage reduction since their gore attack does a ton of physical damage. We buff them up to make them more likely to hit and summon as many as we can so they just pound away at the target.
Another option is to summon something that has massive trip bonuses, buff up its strength and have it trip the golem. Once the golem is down you may be able to wall it off from the door long enough to get through. This same tactic could work with a bull rush.
I would not count on illusions. Besides the golem being resistant to mind affecting spells, I am guessing that it is working under orders not to pursue and to remain on guard against the door.
Of course while all this is going on, your party should also be pounding it with as much damage as possible themselves.
If this were my party, my main goal would not be to kill the golem, but to get it away from the door long enough to get the party through it.

BigNorseWolf |

BigNorseWolf wrote:Unless you can summon roughly, oh, I dunno, 30 of them, it won't do any good. The attack doesn't do enough damage.Grease. Summon monster to bring in lantern arcons. Death of a thousand cuts.
30's a bit much. But 15 of them for 30d6 a round is pretty doable even if the sorcerer can't cast the spell. Just use a higher level summon monster to bring in 1d3 or 1d4+1 of them. Buff and haste a few of them. If neccesary, drop the golem down a bit and come back the next day. It doesn't have fast healing, and doesn't even heal over night.
You would also disintegrate the floor its standing on and drop it into the basement. It will come looking for you but hopefully by then you can get what you need and get out