Reaction rolls should be rolled when the monster reacts to the party (either on its first round of combat or after the PCs have had a chance to speak a few words to it) with a 2d6 roll. Apply all modifiers then. Weapons in hand = -1 to Reaction roll. Suspicious stuff like spell casting = -2 to Reaction roll. Prepping for combat = -3 to Reaction roll. Warmth & Politeness = +1. Charisma Bonus = +bonus. Monsters will also have Reaction modifiers unique to themselves, with a negative number indicating greater hostility.
Neutral (instinctual) reactions are in the 6-8 range. Higher results are friendlier/beneficial, etc. Reactions are not just a gradient between combat and friendship. Bargaining, fleeing, and immediate surrender are options.
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| This IV rack killed 2 PCs. |
Hospital Golems (always hostile, except to hospital staff)
Seven feet tall, spindly, made of stainless steel. The bottom of their torso is a five-wheeled base, ending in wheels, which makes them very fast (horse speed) on flat surfaces but puts them at an immense disadvantage on stairs or when climbing. They have two long arms (each 5' long), each terminating in a "hand" that is little more than a highly articulated cluster of hypodermic needles. Their metal skeleton is draped with saline bags (and other solutions) that flap around and slosh while it fights, and are connected to it's needle-fingers. It's head is a clipboard, filled with pages of arcane script, that (a) incompletely describes the procedure required to bind an elemental spirit into a construct, (b) a patient with uncontrolled aggression and poor impulse control, and (c) recommended drug schedules for this patient.
HD 6
AC 4 [15]
Atk Needlefingers +6 (1d6+1 and Injection)
Move human x 2 on flat ground, human / 2 on everything else
Save 9 [11 if roll-under] but also has Golem Immunities
Injection: On a hit, the golem injects its target with horrible substances. Roll a d4:
1 - 8L of saline, -1 to hit, -25% speed until you squeeze it all out.
2 - 3ml of 0.2% perchloromyrmidene, save or massive synesthesia (treat as blindness) for 1d6 hours.
3 - 3ml of mutagen, save or gain a mutation from your DM's favorite table.
4 - 3ml of morphine solution, save or stun 1 round and the DM keeps track of your (now secret) HP total for 1d6 hours.



