My kids' party have finished their quest to find the lost artificer Kwalish and find out how to stop the Iron Golem rampaging across the land. They hope to get back to North-Bridge in time to stop a complete disaster. The party specifically managed to get hold of information about how these ancient automatons are constructed.
They are currently level 7 (we progressed through a little less material than I thought we would, but that's ok). I need to pitch the Iron Golem down a couple of CRs. This is the info I've given them as appropriate for spending such a long time looking for the information.
Things you learned from Kwalish and his Laboratory notes about Iron Golems:
Iron Golems absorb fire damage and use it to heal themselves.
Iron Golems are completely immune to damage from non-magical weapons.
Iron Golems cannot be poisoned, paralysed, petrified or dealt poison damage.
Iron Golems cannot be exhausted, frightened, charmed or dealt psychic damage.
These are all bad. However...
Iron Golems are not clever, they will not prioritise their attacks and can be distracted by attacks that pose them no threat.
They have vents on the back of their arms and legs. If these are blocked or damaged, Fire damage will harm them again.
Kwalish's notes have highlighted the position of the weaker joints and plating sections. Attacks made by Fight Party have to hit a lower AC than anyone else would.
These could be the difference between victory and defeat.
I was thinking of pitching the golem's AC down to either 18 or 19. Make it easier for their attacks to hit. I'm planning on having the citizens set up barricades lined with crossbows and longbows. They won't be able to do damage but maybe they if they get a critical they could damage one of the vents.
Ended up going with 19 AC and using the exhaust vents to slowly turn off its fire-immunity. Described it as having one exhaust connected to each limb. Exhausts could be targeted by taking disadvantage on the attack, doing something clever or critical hits by the the archers near the town.
I had the four vents slowly change the iron golem's fire resistance. Starting at Fire Absorption, one vent knocked it down to fire immunity. The second vent knocked it down to fire resistance. The third took it down to normal fire damage and the final vent gave it fire vulnerability.
Half the party got knocked unconscious in the last round of combat, so it didn't work out too badly. Would have been brutal without the warlock using Ray of Enfeeblement early on, probably could have done with scaling back the attack damage a little.
My kids' party have finished their quest to find the lost artificer Kwalish and find out how to stop the Iron Golem rampaging across the land. They hope to get back to North-Bridge in time to stop a complete disaster. The party specifically managed to get hold of information about how these ancient automatons are constructed.
They are currently level 7 (we progressed through a little less material than I thought we would, but that's ok). I need to pitch the Iron Golem down a couple of CRs. This is the info I've given them as appropriate for spending such a long time looking for the information.
Things you learned from Kwalish and his Laboratory notes about Iron Golems:
These are all bad. However...
Iron Golems are not clever, they will not prioritise their attacks and can be distracted by attacks that pose them no threat.
They have vents on the back of their arms and legs. If these are blocked or damaged, Fire damage will harm them again.
Kwalish's notes have highlighted the position of the weaker joints and plating sections. Attacks made by Fight Party have to hit a lower AC than anyone else would.
These could be the difference between victory and defeat.
I was thinking of pitching the golem's AC down to either 18 or 19. Make it easier for their attacks to hit. I'm planning on having the citizens set up barricades lined with crossbows and longbows. They won't be able to do damage but maybe they if they get a critical they could damage one of the vents.
Any thoughts?
My DM's Guild Content - Mostly quick rules and guides.
Maybe the Iron Golem's AC can be lowered by Necrotic/Acid damage, signifying rust/corrosion?
Ended up going with 19 AC and using the exhaust vents to slowly turn off its fire-immunity. Described it as having one exhaust connected to each limb. Exhausts could be targeted by taking disadvantage on the attack, doing something clever or critical hits by the the archers near the town.
I had the four vents slowly change the iron golem's fire resistance. Starting at Fire Absorption, one vent knocked it down to fire immunity. The second vent knocked it down to fire resistance. The third took it down to normal fire damage and the final vent gave it fire vulnerability.
Half the party got knocked unconscious in the last round of combat, so it didn't work out too badly. Would have been brutal without the warlock using Ray of Enfeeblement early on, probably could have done with scaling back the attack damage a little.
My DM's Guild Content - Mostly quick rules and guides.