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Lightning Guard Golem
Sub-race: Iron Golem (List)
Monster Manual classification: Iron Golem
Alignment: True Neutral
Rare: No
CR: ●♥30Epic Hard
Attack: Slam (Bludgeon), Breath weapon (Poison), Ball Lightning
Special Qualities: Construct Traits, DR ●♥20Epic Hard/Adamantine, immunity to magic, immune to Fire (partially healed by it)
Habitats:
- Haywire Foundry — Epic only, two alongside Overseer RC1
- The Vault of Night
Description: Only spawns on epic difficulties.
Breath Weapon (Poison)
10-foot cube, cloud of poisonous gas lasting 1 minute, fast special attack performed once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19-30 negates. The save DC is Constitution-based.
Immunity to Magic (Ex)
An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 30 seconds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
Unlike in PnP, most damage spells in DDO do not allow spell resistance. To combat this, Iron Golems instead have massive elemental absorption. 50% Absorption for ALL Energy types. This includes: Lightning, Cold, Acid, Sonic, Light and even force damage. This is new as of Update 9. Previously they were simply immune to all these damage types.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
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