When Metal Clashed with Magic: Thadeus’s Rumble in the Forest

In the heart of an enchanted forest, where the trees whisper ancient secrets and the air is thick with arcane energies, I, Thadeus the Angry Dwarf, found myself standing toe to toe with a creature of metal and malice. This wasn’t your run-of-the-mill brigand or a misguided beast. No, this was a metal golem, a monstrosity forged from dark steel and darker magics, its glowing red eyes a testament to its unnatural birth.

The story begins as most of my tales do, with a simple quest that turned anything but. I was tasked with retrieving a rare herb known only to grow in the heart of the Enchanted Glade, a place as beautiful as it was dangerous. The forest, alive with magic, seemed to part ways for me, or perhaps it was leading me to something. It wasn’t long before I stumbled upon a clearing, and there it stood, the metal golem, guardian of the glade, its body reflecting the eerie light of the forest.

I should’ve known better than to think the journey would be easy. The forest never gives up its treasures without a price. As the golem took a lumbering step towards me, I could feel the ground tremble beneath its weight. This was no creature of flesh and bone, but of iron and gears, a challenge not just of strength, but of wit and will.

With my staff in hand, charged with the raw energies of the arcane, I prepared for battle. Spells are my trade, and if there’s one thing I’ve learned over my many years, it’s that there’s always a way, even when facing a foe as daunting as a metal giant. The golem may have been forged from the fires of industry, but I was forged in the fires of magic and tempered in the battles of countless realms.

The clash was epic, a symphony of magic and metal. My spells, arcane and powerful, met with the sheer, unyielding force of the golem. Each strike of my staff was met with the clash of steel, each spell casting a glow that illuminated the darkened forest. It was a battle of ages, a testament to the power of will against the might of creation gone awry.

In the end, it was the golem that fell, its body crumbling to pieces at my feet, a testament to the strength of magic over metal. The forest seemed to sigh in relief, its magic now free to flow unimpeded. The herb I sought was there, in the clearing, as if waiting for me all along, a prize hard-earned and well deserved.

This encounter, like many before it, serves as a reminder of the trials we must face and the victories we can achieve. The world is full of mysteries and dangers, but also of wonders and rewards for those brave enough to seek them. In the clash of iron and will, it was will that prevailed, a lesson for any who dare to challenge the forces of nature and magic.

For Savage Worlds Adventure Edition (SWADE)

Metal Golem

  • Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12
  • Skills: Fighting d8, Notice d6
  • Pace: 6; Parry: 6; Toughness: 14 (4)
  • Special Abilities:
    • Armor +4: Hard metallic body grants it natural armor.
    • Construct: +2 to recover from being Shaken; Immune to poison and disease; Does not breathe; Immune to fear and intimidation.
    • Fearless: Immune to fear effects.
    • Heavy Weapon: Its attacks count as heavy weapons, capable of damaging vehicles or structures.
    • Size +3: Larger than humans, giving it an imposing presence and additional Toughness.
    • Weakness (Magic): Takes +4 damage from magical attacks and spells.
    • Slow: Metal golems have a lower Agility due to their bulky nature.

For Dungeons & Dragons 5th Edition (5e)

Metal Golem

  • Size: Large Construct
  • Armor Class: 19 (Natural Armor)
  • Hit Points: 210 (20d10 + 100)
  • Speed: 20 ft.
  • STR: 24 (+7) | DEX: 9 (-1) | CON: 20 (+5) | INT: 3 (-4) | WIS: 11 (+0) | CHA: 1 (-5)
  • Damage Immunities: Poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses: Darkvision 120 ft., passive Perception 10
  • Languages: Understands the languages of its creator but can’t speak
  • Challenge: 16 (15,000 XP)
  • Special Abilities:
    • Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
    • Magic Weapons: The golem’s weapon attacks are magical.
    • Immutable Form: The golem is immune to any spell or effect that would alter its form.
    • Berserk: On a roll of 1-6 on a d6 at the start of its turn, the golem goes berserk.
  • Actions:
    • Multiattack: The golem makes two melee attacks.
    • Slam: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (3d8 + 7) bludgeoning damage.
    • Metal Fist: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (4d10 + 7) bludgeoning damage.