Large Construct
Hit Dice: 15d10+30 (112 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 28 (-1 size, +19 natural), touch 9, flat-footed 28
Base Attack/Grapple: +11/+25
Attack:Slam +20 melee (2d10+10)
Full Attack: 2 slams +20 melee (2d10+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dispel psionics
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to psionics, lowlight vision
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 31, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 16-21 HD (Large); 22-45 (Huge)
Level Adjustment: -
A psion-killer (also called a crystal golem) is 9-1/2 feet tall and weighs around 2,500 pounds. Its body is composed of sharply faceted crystal.
COMBAT
A psion-killer does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Psion-killers don’t use weapons, even if ordered to, but always strike with their fists.
A psion-killer’s creator can command it if the psion-killer is within 60 feet and can see and hear its creator. If uncommanded, a psion-killer usually follows its last instruction to the best of its ability, though if attacked it returns the attack. Its creator can give a psion-killer a simple command to govern its actions in his or her absence.
Dispel Psionics (Su): A psion-killer can use dispel psionics as a free action once per round. The effect is as an area dispel in a 30-foot-radius burst. The dispel check is 1d20+10.
Construct Traits: A psion-killer has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Immunity to Psionics (Ex): Psion-killers completely resist psionic effects that are subject to power resistance.
CONSTRUCTION
A psion-killer’s body is constructed from massive blocks of quartz crystal with a total weight of at least 5,000 pounds and costing at least 8,000 gp. Assembling the body requires a DC 20 Craft (sculpting) check or a DC 20 Craft (stonemasonry) check.
ML 16th; Craft Construct, bend reality, dispel psionics, fabricate, mind seed, manifester must be at least 16th level; Price 150,000 gp; Cost 79,000 gp + 5,680 XP.
Large Construct
Hit Dice: 21d10+30 (145 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 28 (-1 size, +19 natural), touch 9, flat-footed 28
Base Attack/Grapple: +15/+29
Attack: Slam +24 melee (2d10+10)
Full Attack: 2 slams +24 melee (2d10+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Greater Dispel psionics
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to psionics, lowlight vision
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 31, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 22-45 (Huge)
Level Adjustment: -
A psion-killer (also called a crystal golem) is 9-1/2 feet tall and weighs around 2,500 pounds.
Its body is composed of sharply faceted crystal.
COMBAT
A psion-killer does nothing without explicit orders from its creator.
It follows instructions literally and is incapable of any strategy or tactics.
Psion-killers don’t use weapons, even if ordered to, but always strike with their fists.
A psion-killer’s creator can command it if the psion-killer is within 60 feet and can see and hear its creator.
If uncommanded, a psion-killer usually follows its last instruction to the best of its ability,
though if attacked it returns the attack.
Its creator can give a psion-killer a simple command to govern its actions in his or her absence.
Greater Dispel Psionics (Su):
A psion-killer can use dispel psionics as a free action once per round.
The effect is as an area dispel in a 30-foot-radius burst. The dispel check is 1d20+20.
Construct Traits:
A psion-killer has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Immunity to Psionics (Ex):
Psion-killers completely resist psionic effects that are subject to power resistance.
Crystal Shard powers grant a psion killer temporary hit points equal to the damage dealt, or heal damage.
Huge Construct
Hit Dice: 45d10+40 (287 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 30 (-2 size, +22 natural), touch 8, flat-footed 30
Base Attack/Grapple: +33/+58
Attack: Slam +24 melee (4d8+17)
Full Attack: 2 slams +24 melee (4d8+17)
Space/Reach: 10 ft./10 ft.
Special Attacks: Greater Dispel psionics
Special Qualities: Construct traits, damage reduction 20/epic adamantine, darkvision 60 ft., immunity to psionics, lowlight vision
Saves: Fort +15, Ref +15, Will +15
Abilities: Str 44, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
A psion-killer (also called a crystal golem) is 21 feet tall and weighs around 12,500 pounds.
Its body is composed of sharply faceted crystal.
COMBAT
A psion-killer does nothing without explicit orders from its creator.
It follows instructions literally and is incapable of any strategy or tactics.
Psion-killers don’t use weapons, even if ordered to, but always strike with their fists.
A psion-killer’s creator can command it if the psion-killer is within 60 feet and can see and hear its creator.
If uncommanded, a psion-killer usually follows its last instruction to the best of its ability,
though if attacked it returns the attack.
Its creator can give a psion-killer a simple command to govern its actions in his or her absence.
Suppress Psionics (Su):
All powers are suppressed in a 60-foot-radius area.
This ability can be suppressed or activiated as a free action.
Construct Traits:
A psion-killer has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.
Immunity to Psionics (Ex):
Psion-killers completely resist psionic effects that are subject to power resistance.
Crystal Shard powers grant a psion killer temporary hit points equal to the damage dealt, or heal damage.
Large construct, unaligned
Armor Class 20 (Natural Armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft.
STR 24 (+7), DEX 9 (-1), CON 20 (+5), INT 3 (-4), WIS 11 (+0), CHA 1 (-5)
Skills Survival +12
Damage Resistances Damage from Spells
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 18 (20,000 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Statue. When motionless it is indistinguishable from a normal metal statue.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Spell Resistance. The golem has resistance to all spell damage.
Axe of Wounding. Hit points lost to the axe's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. The golem's weapon attacks are magical.
Weapon Breaker. The brass minotaur can be damaged only by magical or adamantine weapons. Any other weapons that are used to attack the golem shatter on a natural 1 or 20.
Faultless Tracker. The golem always knows where its quarry is and can never be lost.
Find The Path Vulnerability. If find the path is cast in the same area where the minotaur used Enter Maze, the minotaur and quarry are returned to their original positions. If it is cast directly at the golem, it must make a successful Wisdom saving throw or be stunned for 1 minute. The golem can attempt another saving throw at the end of each of its turns. On a successful saving throw the minotaur is immune to this effect for 24 hours.
Actions
Multiattack. The golem makes an axe of wounding attack and a wound attack.
Axe of Wounding. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) slashing damage.
Wound. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) slashing damage and the target is wounded. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time the axe has wounded it, and it can then make a DC 19 Constitution saving throw, ending the effect of all such wounds on itself on a success.
Imprisonment (1/day). The golem traps its quarry in an extra dimensional maze inside the large inset gem in the haft of its axe, using the imprisonment spell, unless they succeed on a DC19 Wisdom saving throw.
Enter Maze (1/day). The brass minotaur enters the extra dimensional maze inside the gem in the haft of its axe. It vanishes completely before the eyes of any onlookers, bringing the axe with it. The minotaur regains (85) 10d10 + 30 hit points.
Reactions
Endgame. After a successful imprisonment the brass minotaur can use its Enter Maze ability to dispose of its trapped quarry.
Withdraw. After taking damage that reduces it to less than a quarter of its maximum hit points (usually 52 hit points), the ancient minotaur uses its Enter Maze ability, if it is available.
Description
The ancient brass minotaur is a terrible instrument of vengeance, a golem created in the second age. While motionless it appears to be a large brass statue. When activated, it becomes a terrifying engine of destruction. Remaining in a passive state until triggered (for example, by the violation of a shrine), it awakens and seeks out its victims relentlessly: a faultless and tireless tracker.
The ancient brass minotaur is armed with a battle axe of wounding +3. The end of the axe’s haft has a large inset gem used to cast imprisonment. The weapon and the spell effect are included in the brass minotaurs combat statistics.
The brass minotaur fights only to defend itself while seeking its quarry and will not use imprisonment on others. If severely damaged, the golem will withdraw and spend several days entering and leaving its maze until it has regained its lost hit points. The battle axe of wounding usually shatters when the golem is destroyed, though under certain circumstances, such as divine favour or in the throes of prophecy, it will not.
Ancient brass minotaurs exist to fulfil one goal, set at the time of their creation. They wait with absolute patience until activated. If the goal has become somehow unobtainable - for example, if created to guard a temple that no longer exists - the golem loses its enchantment entirely, as does its weapon. They cannot be permanently destroyed until their goal is completed. If slain they reform after 20d10 days. Killing the creature who struck the mortal blow becomes part of the ancient brass minotaur's goal.
As an artificial construct, a brass monitor is seldom encountered except as a guardian. Occasionally, one might be created to carry out a particular task of vengeance.
This type of golem was first created by Relnar the just to avenge the death of his wife (slain during the desecration of her temple). Although Relnar quickly recalled his lady from death, he was mightily angered by the massacre of the priestess and the pillaging of the sacred grounds. Once he had constructed his golem, he used a wish spell to place it just outside the temple grounds the night of the original onslaught. It was commanded to follow and slay the three score barbarian attackers. By the next moon, even before Relnar had fully started enchanting this creature, the brass monitor was again reported at the temple site, standing guard over the surviving priestesses until the temple was rebuilt.
Construction notes
The requirements for building this golem are many. A battle axe of wounding must be enchanted. The end of the haft is capped with a large, flawless gem. Once the weapon is ready, the golem can be created.
A perfect minotaur skeleton is then laid in a great mould. Molten brass ores, sprinkled with three handfuls of powdered diamond, are poured over the skeleton. As the brass takes the place of the minotaur's flesh, the transformation is completed by casting of spells:
on the golem's body: enhance ability (bull's strength), polymorph and geas
on the gem in the haft of the axe imprisonment and maze
on the final creation: wish.