| |
Copper |
|
Tin |
|
Bronze |
| |
Medium Construct |
|
Medium Construct |
|
Medium Construct |
| Hit Dice: |
9d10 (50 hp) |
|
9d10 (50 hp) |
|
9d10 (50 hp) |
| Initiative: |
4 (4 Dex) |
|
3 (3 Dex) |
|
3 (3 Dex) |
| Speed: |
20 ft. (can't run) |
|
20 ft. (can't run) |
|
20 ft. (can't run) |
| AC: |
14 (4 Dex, +8 natural) |
|
15 (3 Dex, +8 natural) |
|
16 (3 Dex, +9 natural) |
| Attacks: |
Fist +8, +3 melee |
|
Fist +9, +4 melee |
|
Fist +10, +5 melee |
| Damage: |
Fist 1d6+2 |
|
Fist 1d6+3 |
|
Fist 1d6+4 |
| Face/Reach: |
5 ft. by 5 ft./5 ft. |
|
5 ft. by 5 ft./5 ft. |
|
5 ft. by 5 ft./5 ft. |
| Special Attacks: |
Spell-like Abilities |
|
Spell-like Abilities |
|
Spell-like Abilities |
| Special Qualities: |
Construct; Hardness 8, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
|
Construct; Hardness 8, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
|
Construct; Hardness 9, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
| Saves: |
Fort +3, Ref +4, Will +4 |
|
Fort +3, Ref +4, Will +4 |
|
Fort +3, Ref +4, Will +4 |
| Abilities: |
Str 14, Dex 3, Con , Int 12, Wis 12, Cha 7 |
|
Str 16, Dex 5, Con , Int 12, Wis 12, Cha 7 |
|
Str 18, Dex 5, Con , Int 12, Wis 12, Cha 7 |
| Skills: |
Bluff +3, Concentration +8, Disable Device +5, Hide +1, Open Lock +1, Listen +6, Move Silently +1, Spot +6 |
|
Bluff +3, Concentration +8, Disable Device +5, Hide +2, Open Lock +2, Listen +6, Move Silently +2, Spot +6 |
|
Bluff +3, Concentration +8, Disable Device +5, Hide +2, Open Lock +2, Listen +6, Move Silently +2, Spot +6 |
| Feats: |
Power Attack, Cleave, Great Cleave |
|
Power Attack, Cleave, Great Cleave |
|
Power Attack, Cleave, Great Cleave |
Metagolems are medium-sized golems created from one of the following metals: copper, bronze, electrum, gold, iron, platinum, silver, steel and tin. They are hollow and resemble either a demi-human, human or humanoid, and are embued with an elemental spirit. While they have no free will and always strive to fulfill the desires of their creators, they are intelligent and can speak. What the metal the metagolem is made of determines the AC and strength, and the more exotic the metal type the better AC, strength and to some extent dexterity. Statistics for metagolems made of common metals are given below:
| |
Iron |
|
Steel |
|
Silver |
| |
Medium Construct |
|
Medium Construct |
|
Medium Construct |
| Hit Dice: |
9d10 (50 hp) |
|
9d10 (50 hp) |
|
9d10 (50 hp) |
| Initiative: |
3 (3 Dex) |
|
2 (3 Dex) |
|
+1 (+1 Dex) |
| Speed: |
20 ft. (can't run) |
|
20 ft. (can't run) |
|
20 ft. (can't run) |
| AC: |
17 (3 Dex, +10 natural) |
|
18 (2 Dex, +10 natural) |
|
19 (+1 Dex, +8 natural) |
| Attacks: |
Fist +11, +6 melee |
|
Fist +12, +7 melee |
|
Fist +13, +8 melee |
| Damage: |
Fist 1d6+5 |
|
Fist 1d6+6 |
|
Fist 1d6+7 |
| Face/Reach: |
5 ft. by 5 ft./5 ft. |
|
5 ft. by 5 ft./5 ft. |
|
5 ft. by 5 ft./5 ft. |
| Special Attacks: |
Spell-like Abilities |
|
Spell-like Abilities |
|
Spell-like Abilities |
| Special Qualities: |
Construct; Hardness 10, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
|
Construct; Hardness 10, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
|
Construct; Hardness 8, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
| Saves: |
Fort +3, Ref +4, Will +4 |
|
Fort +3, Ref +4, Will +4 |
|
Fort +3, Ref +4, Will +4 |
| Abilities: |
Str 20, Dex 5, Con , Int 12, Wis 12, Cha 7 |
|
Str 22, Dex 7, Con , Int 12, Wis 12, Cha 7 |
|
Str 24, Dex 12, Con , Int 12, Wis 12, Cha 7 |
| Skills: |
Bluff +3, Concentration +8, Disable Device +5, Hide +2, Open Lock +2, Listen +6, Move Silently +2, Spot +6 |
|
Bluff +3, Concentration +8, Disable Device +5, Hide +3, Open Lock +3, Listen +6, Move Silently +3, Spot +6 |
|
Bluff +3, Concentration +8, Disable Device +5, Hide +6, Open Lock +6, Listen +6, Move Silently +6, Spot +6 |
| Feats: |
Power Attack, Cleave, Great Cleave |
|
Power Attack, Cleave, Great Cleave |
|
Power Attack, Cleave, Great Cleave |
Combat: Metagolems are quite intelligent and employ sound tactics in battle. Aside from their limited selection of spells, they never use weapons, preferring to rely on their fists instead. Although quite intelligent, they are completely emotionless and can never be swayed from their goals.
Construct: Immune to mind-influencing effects, poison, disease, and similar effect. Nor subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Electricity Absorption (Ex): Unlike regular golems, metagolems occasionally require a supply of energy in the form of electricity in order to continue functioning. Hungry metagolems are known to insult powerful wizards for the sole purpose of making the mages so angry that they cast lightning bolts at the metagolems. Every hit point of damage from electricity powers a metagolem for one week, to a maximum charge of 100 weeks of continuous operation. Without this power, metagolems become dormant until given a new charge. This ability to absorb electrical damage also makes them immune to electrical attacks.
Hardness (Ex): A metagolem has hardness rating depending on the material it is composed of. The hardness rating is as follows: Copper 8, Tin 8, Bronze 9, Iron 10, Steel 10, Silver 8, Electrum 7, Gold 6 and Platinum 10.
Immunities (Ex): Metagolems are immune to Illusions, Phantasmal and Transmutation effects and spells. The only exception to this is the
fly spell.
Resistance (Ex): Metagolems have cold and fire resistance 12.
Spelljamming (Ex): Metagolems due to their very magical essence are able to spelljam. The speed to which they can spelljam is dependent on what material they are made of. All metagolems can reach a Tactical Movement rate of 1, and those made of electrum, gold and platinum can reach Tactical Movement rate of 2. This not depended on type of helm (major or minor).
Spell-like Abilities: Metagolems can cast magic missile, web, fly, flaming sphere, fireball, and stinking cloud spells once each per day as a 10th level sorcerer.
| |
Electrum |
|
Gold |
|
Platinum |
| |
Medium Construct |
|
Medium Construct |
|
Medium Construct |
| Hit Dice: |
9d10 (50 hp) |
|
9d10 (50 hp) |
|
9d10 (50 hp) |
| Initiative: |
+3 (+3 Dex) |
|
+5 (+5 Dex) |
|
+2 (+2 Dex) |
| Speed: |
20 ft. (can't run) |
|
20 ft. (can't run) |
|
20 ft. (can't run) |
| AC: |
20 (+3 Dex, +7 natural) |
|
21 (+5 Dex, +6 natural) |
|
22 (+2 Dex, +10 natural) |
| Attacks: |
Fist +14, +9 melee |
|
Fist +15, +10 melee |
|
Fist +16, +11 melee |
| Damage: |
Fist 1d6+8 |
|
Fist 1d6+9 |
|
Fist 1d6+10 |
| Face/Reach: |
5 ft. by 5 ft./5 ft. |
|
5 ft. by 5 ft./5 ft. |
|
5 ft. by 5 ft./5 ft. |
| Special Attacks: |
Spell-like Abilities |
|
Spell-like Abilities |
|
Spell-like Abilities |
| Special Qualities: |
Construct; Hardness 7, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
|
Construct; Hardness 6, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
|
Construct; Hardness 10, Electricity Absorption, Immunities, Spelljamming, Cold and Fire Resistance |
| Saves: |
Fort +3, Ref +4, Will +4 |
|
Fort +3, Ref +4, Will +4 |
|
Fort +3, Ref +4, Will +4 |
| Abilities: |
Str 26, Dex 16, Con , Int 12, Wis 12, Cha 7 |
|
Str 28, Dex 21, Con , Int 12, Wis 12, Cha 7 |
|
Str 30, Dex 14, Con , Int 12, Wis 12, Cha 7 |
| Skills: |
Bluff +3, Concentration +8, Disable Device +5, Hide +8, Open Lock +8, Listen +6, Move Silently +8, Spot +6 |
|
Bluff +3, Concentration +8, Disable Device +5, Hide +10, Open Lock +10, Listen +6, Move Silently +10, Spot +6 |
|
Bluff +3, Concentration +8, Disable Device +5, Hide +7, Open Lock +7, Listen +6, Move Silently +7, Spot +6 |
| Feats: |
Power Attack, Cleave, Great Cleave |
|
Power Attack, Cleave, Great Cleave |
|
Power Attack, Cleave, Great Cleave |
In the Spheres The methods of creating metagolems are not widely known, but only wizards of 18th level and above can make them. A metagolem has the alignment of its creator. They are given certain goals to accomplish, such as protecting or flying a spelljammer ship, chasing down hated enemies, collecting treasure, and so forth. Occasionally, several metagolems can be found relaxing together on worlds particularly prone to violent lightning storms (they do seem to have a fondness for others of their kind).
Metagolem, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at:
http://www.wizards.com/d20/conversionpolicy.asp
The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.
To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.wizards.com/whatevertherightlinkshouldbe.asp."
Metagolem, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Metagolem ©2002,
Mark Doolan
Original Art Tom Baxa
First appeared in Issue 159 of the Dragon Magazine, page 35
Notes on this Conversion: First off the one aspect to the original write up of the metagolem that I did not maintain is the outrageous damage the metagolems could do. I also gave them some skills and feats on par with elementals, as this is the 'spirit' that inhabits them. Hardness was particularly challenging, as I not know what the hardness of the given metal are, so I took a guess at them. The original write up also gave them equivalent spellcaster level when determining what SR they could travel at when in a particular helm, I just gave them all TR 1 except for gold and platinum to which I gave TM 2. I added Cold and Fire Resistance, as I not see this creature being effect to low amounts of damage for either of these sources of damage. I also made sure to include a set of stats for each of the metagolems for while they are all so similar, I figured that I save a DM the trouble of figuring the stats for each. I also keep them to all the same speed as trying to round up and down would put them all fairly close to the same movement rate.