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This collection of
fireworks is shaped into a vaguely humanoid form. Sparks shoot randomly from
the creature’s body, and a stray firework shoots from the mass at random
intervals.
Fireworks Golem CR 4
XP 1,200
N Medium construct
Init +2; Senses darkvision 60 ft., low-light
vision; Perception +0
DEFENSE
AC 17, touch 13,
flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 47 (5d10+20)
Fort +1, Ref +3, Will +1
DR 5/adamantine; Immune construct traits, fire, magic
OFFENSE
Speed 30 ft.
Melee 2 slams +8
(1d6+3 plus 1d4 fire and bright light/loud bang)
Ranged firework
+7 (1d4+3 plus 1d4 fire and bright light/loud bang)
Special Attacks
fireworks explosion
Spell-Like Abilities
(CL 5th; concentration +5)
At will—spark[APG] (DC 10)
3/day—snapdragon fireworks[UM] (DC 11)
1/day—pyrotechnics (fireworks effect only, DC
12)
STATISTICS
Str 17, Dex 14, Con —, Int —, Wis 11, Cha 11
Base Atk +5; CMB +8; CMD 21
Feats Dodge[B]
ECOLOGY
Environment any
land
Organization
solitary or display (2–6)
Treasure
incidental
SPECIAL ABILITIES
Bright Light/Loud
Bang (Ex) When a fireworks golem hits an opponent with its slam or firework
attack, the foe must succeed on a DC 14 Fortitude save or become blind and deaf
for 1 round. The save DC is Constitution-based and Includes a +2 racial bonus.
Firework (Ex) A
fireworks golem’s firework attack has a range of 60 feet with no range
increment.
Fireworks Explosion
(Ex) If a fireworks golem is subject to at least 10 points of fire damage
or if it is destroyed, it sets off dozens of fireworks. All creatures within a
20-foot burst take 2d4 points of bludgeoning damage and 2d4 points of fire
damage; a DC 14 Reflex save halves the damage. On a failed Reflex save, a
creature is blind and deaf for 1d4 rounds. The save DC is Constitution-based
and Includes a +2 racial bonus.
A fireworks golem that is still alive after its fireworks
explosion ability is triggered cannot use its spell-like abilities and its
attacks don’t deal fire damage or inflict its bright light/loud bang ability.
This condition persists for 1d4+1 rounds.
Immunity to Magic
(Ex) A fireworks golem is immune to any spell or spell-like ability that
allows spell resistance, with the exception of spells and spell-like abilities
that have the cold descriptor, which affect it normally. In addition, certain
spells and effects function differently against the creature, as noted below.
·
A magical attack that deals cold damage or
produces water in the fireworks golem’s space slows it (as the slow spell) for 2d4 rounds, with no
saving throw.
·
A magical attack that deals electricity damage
breaks any slow effect on the golem
and heals 1 point of damage for every 3 points of damage the attack would
otherwise deal. If the amount of healing would cause the golem to exceed its
full normal hit points, it gains any excess as temporary hit points. A
fireworks golem gets no saving throw against electricity effects.
Fireworks golems are automatons formed from fireworks and
configured to look like a humanoid. Oftentimes, sparklers and other long-lasting
fireworks form its eyes and its mouth. They shoot fireworks from their mass to
defend themselves and have a limited suite of spell-like abilities based on
their modestly explosive properties. Most of these golems are programmed to
begin combat by using snapdragon
fireworks and exhausting the fireworks from that spell-like ability while
making single ranged or melee attacks. On occasion, wizards controlling
fireworks golems will subject them to fireball
(from a safe distance) to create a fantastic display.
A fireworks golem stands 6 feet tall and weighs 250 pounds.
Construction
A fireworks golem’s body must be constructed using fireworks
worth 400 gp.
Fireworks Golem
CL 11th; Price 14,400
CONSTRUCTION
Requirements
Craft Construct, geas/quest, major creation, pyrotechnics, snapdragon
fireworks, spark, creator must be
caster level 11th; Skill Craft
(alchemy) DC 15; Cost 7,400 gp