Mirror Golem (3.5e Creature)

What stands before you looks like a sleek-waisted, broad shouldered 10 feet tall humanoid-looking silhouette, created from head to toe of very carefully wrought metal, its gleaming surface possessing a consistency of a flawless mirror. Many creatures seeking the riches and the artifacts of the ancient Mechanus ruins have fallen before these illustrious, intelligent constructs. They laughed as their powerful blades punctured the automatons' effulgent husks, and died, with the smile of victory etched on their face.

Mirror GolemFaux Mirror Golem
Size/Type: Large Construct (Lawful, Extraplanar)Large Construct (Lawful, Extraplanar)
Hit Dice: 11d10+30 (90 hp)11d10+30 (90 hp)
Initiative: +5+5
Speed: 70 ft. (14 squares)40 ft. (8 squares)
Armor Class: 33 (-1 size, +5 Dex, +15 natural, +4 haste), touch 18, flat-footed 2824 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Base Attack/Grapple: +8/+26+8/+17
Attack: +1 mithral greatsword +23 melee (3d6+15/19-20) or slam +21 melee (1d8+10/19-20)Mithral greatsword +13 melee (3d6+7/19-20) or slam +12 melee (1d8+10)
Full Attack: +1 mithral greatsword +23/+23/+18 (3d6+15/19-20) or 3 slams +21 melee (1d8+10/19-20)Mithral greatsword +13/+8 melee (3d6+7/19-20) or 2 slams +12 melee (1d8+5)
Space/Reach: 10 ft./10 ft.10 ft./10 ft.
Special Attacks: Spell-like abilities, total reflection, trap livingSpell-like abilities
Special Qualities: Magic immunity, construct traits, damage reduction 15/adamantineMagic immunity, construct traits, damage reduction 10/adamantine
Saves: Fort +5, Ref +14, Will +7Fort +5, Ref +10, Will +7
Abilities: Str 30, Dex 20, Con —, Int 17, Wis 17, Cha 17Str 20, Dex 20, Con —, Int 17, Wis 17, Cha 17
Skills: Jump +40, Hide +15 (+35 in front of or otherwise around mirrors), Listen +17, Move Silently +19, Spot +17Jump +23, Hide +15 (+35 in front of or otherwise around mirrors), Listen +14, Move Silently +19, Spot +12
Feats: Combat Reflexes, Great Fortitude, Lightning Reflexes, Quicken Spell-Like Ability (invisibility purge), Weapon Focus (greatsword)Combat Reflexes, Great Fortitude, Lightning Reflexes, Quicken Spell-Like Ability (invisibility purge), Weapon Focus (greatsword)
Environment: Ancient Ruins of MechanusAncient Ruins of Mechanus
Organization: Solitary (sentinel) or pair (gemini defenders)Solitary, pair or group (3-6, 50 % chance that 1 is a real mirror golem)
Challenge Rating: 169
Treasure: One +1 mithral greatsword (large)One mithral greatsword (large)
Alignment: Always lawful neutralAlways lawful neutral
Advancement: 12-33 HD (Large)12-33 HD (Large)
Level Adjustment:
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Ancient offshoots from the lawful neutral realm of Mechanus remain hidden in pockets of the material plane still. Still guarding, forever guarding the treasures of their masters' forebears. They wield fantastic mithral greatswords that are almost as reflective as they themselves. Mirror Golems are not very bulky; they look like they have been built with every facet of battle in mind, both strength and speed.

Combat

Magic Immunity (Ex): A mirror golem is immune to almost any spell or spell-like ability that allows spell resistance. Only certain spells are able to affect a mirror golem. A shatter spell affects a mirror golem normally, and it is also susceptible to sonic damage from spell sources.

Total Reflection (Su): As long as you cast a reflection upon a mirror golem's skin, the damage of any physical attack that you make against it is reflected upon you, without damage to the mirror golem. Extra magical or energy damage dealt by such attacks (such as the extra 1d6 fire damage of a flaming weapon) is not reflected back. Total reflection does not apply against invisible creatures, and works only in environments with light, and when the mirror golem and you have line of sight. Any spell that sufficiently impairs or completely removes line of sight, like darkness, obscuring mist or solid fog can defeat total reflection. When total reflection is down, the mirror golem can be damaged normally.

When two creatures with an active total reflection ability strike each other, both take the damage of the attack.

Hasted (Su): A mirror golem is hasted. Its base land speed increases by 30 ft, it gets a permanent +4 haste bonus to attack rolls, Armor Class and Reflex saves and can make one additional attack with his full attack bonus per round. Furthermore, its natural weapons are keened.

Trap Living (Su): Once per day, a mirror golem may attempt to trap living targets within itself. During the round that the mirror golem uses this ability, anyone within 30 feet of the mirror golem that looks at its mirrored surface and sees itself reflected on it must succeed in a DC 18 Will save or be trapped within the mirror golem's body. This ability functions like a mirror of life trapping, except that its use is limited and the maximum number of creatures that can be trapped is three. If more than three creatures fail their save, the ones of least Hit Dice are trapped first. If there is a tie, the one with the lowest saving throw is trapped first. If there is a tie here as well, make Wisdom checks to see who gets trapped first. The mirror golem may voluntarily release a trapped creature, but otherwise the only ways of releasing a trapped creature is by casting a freedom spell upon the mirror golem or destroying it. The use of this ability is equivalent to a move action.

Spell-Like Abilities (Su): At will—dispel magic, invisibility purge, shield other. 3/day—greater magic weapon, spell immunity. 1/day—contingency. Caster level 11th.

Skills: Mirror golems have a +20 circumstance bonus to hiding amidst mirrored walls and surfaces, and can furthermore hide in plain sight amidst them.

Tactics Round-by-Round: Single Mirror Golem

A sole mirror golem typically opens combat by using its spell-like abilities, attempting to neutralize potentially hazardous situations before they occur.

Prior to combat: contingency tied with invisibility purge set to activate when the mirror golem takes damage from an invisible opponent. Then, it will use its trap living ability if the enemy is in close enough quarters.
Round 1: When faced with one or more potent spellcasters: spell immunity. When mostly faced with combat oriented types: greater magic weapon. Then use the rest of the round to close in with one of the characters, preferably an unarmored spellcaster.
Round 2: Full attack against enemy.
Round 3: Full attack against enemy or dispel magic against concealing effects. Mirror Golems always have a quickened invisibility purge ready should it be necessary.
Round 4: Repeat ad nauseam.

Tactics Round-by-Round: Gemini Defenders

Two mirror golems are a renowned force of cooperation. They combine their great strength to their fullest in battle.

Prior to combat: Both mirror golems cast shield other on the other. Whether the enemy focuses on one of the mirror golems or attacks full force against both, either of them have maximized their effectiveness in battle and both will last as long as possible. Then, both will use their trap living ability as soon as the enemy is in close enough quarters.
Round 1: One of the mirror golems focuses on potent spellcasters and uses spell immunity. He readies to assault what he feels is the most annoying spellcaster full force. The second relegates attention to combat oriented foes, casting: greater magic weapon and trying to use its superior speed in order to move in between and isolate the spellcaster the other is fighting.
Round 2: Full attacks against enemy.
Round 3: Full attacks against enemy or dispel magic against concealing effects. Etcetera.
Round 4: Repeat ad nauseam.

Construction

A mirror golem's body is constructed from alchemically treated mithral components that fit together apparently seamlessly and allow for extremely fluent motion. Raw materials need to be of extreme purity, and are valued at 50,000 gp. Alchemical substances to be applied to the construction cost an additional 50,000 gp. As a first step, the metal needs to be treated alchemically, to allow the mirror golem to capture the essence of reflection, requiring a DC 35 Craft (alchemy) check. Assembling the body requires a DC 35 Craft (metalworking) check. After the body is sculpted, the mirror golem is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, during which time a mechanus core is injected into its body, granting it its intelligence.

CL 17th; Craft Construct, bull's strength, contingency, haste, imbue with spell ability or mnemonic enhancer, mirror image and spell immunity. Item's required: Mechanus core. Price 250,000 gp; Cost 125,000 gp + 10,000 XP.

Note 1: Without a Mechanus Core, the mirror golem has Int —, Wis 10, Cha 1 and does not have any spell-like abilities. Reduce the CR by 3.
Note 2: If the crafter is unable to or chooses not to apply the alchemical step, the resulting construction takes a -10 penalty to Strength, a -5 penalty to natural armor, a -5 penalty to its damage reduction and does not gain a haste effect, the trap living ability or total reflection. These impaired constructs are called 'faux mirror golems' and carry a normal mithril greatsword without enchantment. Decrease the CR by 7.
Note 3: If both aforementioned conditions apply, decrease the CR by 8.



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