Chaos GulgamodhCreature 21
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +35 (darkvision)
Languages none
Skills Athletics +40
Str +11, Dex +0, Con +10, Int -5, Wis +0, Cha -5
AC 46; Fort +39; Reflex +29; Will +29;
HP 400
Speed 40 feet
Immunities doomed, drained, fatigued, paralyzed, sickened, unconscious, bleed, mental, poison, death effects, disease, healing, necromancy, nonlethal attacks
Resistances Cold 15, Electricity 15, Fire 15, Physical 20
Massive Scythe +38 (+33, +28) to hit (adamantine, deadly 4d10, magical, reach 25, trip) 4d10+19 Slashing
Cannon Arm +38 (+33, +28) to hit (adamantine, chaotic, magical, reach 20) 4d10+19 Bludgeoning + 1d6 Chaotic + 1d6 Fire
Foot +40 (+35, +30) to hit (adamantine, chaotic, magical, reach 20) 4d8+19 Bludgeoning + 1d6 Chaotic
Arcane Cannon +29 (+24, +19) to hit (chaotic, magical, range increment 60) 6d8+12 Fire + 1d6 Chaotic
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Adamantine StrikesChaos Gulgamodh's body— including the appendages it uses to make melee Strikes—is made of adamantine.
Cannon FusilladeChaos Gulgamodh unleashes a salvo of explosive blasts in a 30-foot cone. Creatures in the area take 10d10+20 fire damage (DC 43 basic reflex save).
On a failed save, a creature is subjected to a Warpwave effect. On a critically failed save, a creature is Stunned 1.
Chaos Gulgamodh can't use again for 1d4 rounds.
TrampleHuge or smaller, foot, DC 43 basic reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
KnockdownRequirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.
Effect The monster knocks the target Prone.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.