EPRP Monsters - Assault Golems
Published by Eight Star in the blog Eight Star's Work Load. Views: 247
“The best mix of magic and alchemy possible in a very specific purpose of war and pain.” - Eight Star
Assault Golem - Claws
Hard Construct
Health: 300
Stamina: 100
Ferocity: 16
Resilience: 10
Speed: 6
Awareness: 10
Creativity: 0
Willpower: 6
Passive Skills
Construct: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Unaffected by Life or Death magic. Unaffected by Emotion magic or skills. Does not pass out at zero stamina.
Monstrous Claws: When hitting in melee combat, +8 damage is dealt.
Over-Bearing: This golem can make two separate attacks per turn, one for each claw, and can easily have separate targets.
Heavy Armor: When damaged physically, Resilience is counted twice, once as Defense. This golem is unaffected by acid damage/effects.
Golem Heart: When born, a Golem Heart is used, and a master is imprinted into the heart. Only that master may command the golem, but the master may authorize others to give limited commands over the golem.
Instant Skills
Golem Counter, 5 Stamina: Can be activated after an enemy attacks the user. As long as the enemy is within melee range, the user gets to make an immediate attack against the enemy. This can be used once per attack against the user.
Drag, 10 Stamina: Used when an attack of Fire! hits. This pulls the target 10’ towards the golem.
Active Skills
Fire!, 5 Stamina, Attack: Fires one of its massive claws at the target, counting as a ranged attack and using Awareness to hit. If the attack hits, it will deal the golem’s Resilience in damage, +8 from its claws. The claw is attached by an indestructible metal chain, and returns to the golem after the attack is made. If the claw is caught, the golem may make Resilience checks to dislodge it, or if all else fails, it may disengage its chain and lose that claw, losing an attack per turn.
Assault Golem - Tank
Hard Construct
Health: 200
Stamina: 200
Ferocity: 10
Resilience: 16
Speed: 6
Awareness: 10
Creativity: 0
Willpower: 6
Passive Skills
Construct: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Unaffected by Life or Death magic. Unaffected by Emotion magic or skills. Does not pass out at zero stamina.
Heavy Armor: When damaged physically, Resilience is counted twice, once as Defense. This golem is unaffected by acid damage/effects.
Golem Heart: When born, a Golem Heart is used, and a master is imprinted into the heart. Only that master may command the golem, but the master may authorize others to give limited commands over the golem.
Instant Skills
Protect, 4 Stamina: Usable when an adjacent ally is under attack. The user is able to make that one-space movement and push their ally out of the way, then become the enemy’s target and making the defensive roll instead.
Golem Counter, 5 Stamina: Can be activated after an enemy attacks the user. As long as the enemy is within melee range, the user gets to make an immediate attack against the enemy. This can be used once per attack against the user.
Smash, 10 Stamina: Used when a melee attack hits. This pushes the target 10’ away from the golem. The target then must make a Resilience roll against the total damage received, +10. If they fail, they are Stunned until the end of their next turn.
Active Skills
Shield Bash, 10 Stamina, Attack: Attacks with the shield as a weapon instead of the regular attack. If this hits, the shield deals half of its blocking bonus as damage, and the target becomes Stunned until the end of their next turn.
Circular Strike, 15 Stamina, Attack: Swirls in a circle, making a single melee attack roll that counts against each enemy currently within melee range of the user.
Equipment
Grand Axe: Equipment, +10 Damage, +2 Count, -2 Speed
Grand Shield: +8 Blocking, 40 Armor, 100 Health, -4 Speed
Assault Golem - Cannons
Hard Construct
Health: 150
Stamina: 250
Ferocity: 10
Resilience: 10
Speed: 6
Awareness: 16
Creativity: 0
Willpower: 6
Passive Skills
Construct: Unaffected by Willpower-based status effects. Not limited by Creativity for skills. Unaffected by Life or Death magic. Unaffected by Emotion magic or skills. Does not pass out at zero stamina.
Acid Cannons: Fires at range, attacking with wads of acidic liquid goo. These deal 28 Water Damage and will deal damage to any armor the target is wearing.
Deadly Bayonets: When hitting in melee combat, +8 damage is dealt.
Over-Bearing: This golem can make two separate attacks per turn, one for each cannon, and can easily have separate targets. This skill is inactive while it has a melee target.
Heavy Armor: When damaged physically, Resilience is counted twice, once as Defense. This golem is unaffected by acid damage/effects.
Golem Heart: When born, a Golem Heart is used, and a master is imprinted into the heart. Only that master may command the golem, but the master may authorize others to give limited commands over the golem.
Instant Skills
Ranged Golem Counter, 5 Stamina: Can be activated after an enemy attacks the user. As long as there is no enemy is within melee range, the user can fire back at enemies who hit it at range with weapons/spells. This can be used once per attack against it.
Active Skills
Acid Spray, 15 Stamina, Attack: Sprays a 15’ cone of acid in any direction for the golem, dealing 28 Water Damage to anyone caught in the blast. Moving dodge skills can evade the damage.
Artillery, 25 Stamina, Dual Attack: Powers up the cannons together into one large attack. This fires against a single target. Should it hit the target, it will deal 28 Water Damage and deal damage to the target’s equipped items, with the largest item taking damage first. The attack will also deal 28 Water Damage to the target and the 25’ radius around the target (regardless of whether or not it hit the initial attack. Moving dodge skills can evade the radius.) This is an acid effect.
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