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Drow Bodyguard GolemCreature 14


UncommonNLargeConstructGolemMindless
Source Pathfinder #155: Lord of the Black Sands
Perception +23
Languages none
Skills Athletics +32
Str +8, Dex -1, Con +4, Int -5, Wis +0, Cha -5

AC 36; Fort +28; Reflex +23; Will +24;
HP 210
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 15

Fist One Action +30 (+25, +20) to hit (magical, reach 10) 3d10+14 Bludgeoning
Iron Sword One Action +30 (+25, +20) to hit (forceful, magical, reach 10) 3d10+14 Slashing

Golem Antimagic

Harmed by acid (6d10, 2d8 from area and persistent damage)

Healed by fire (area 2d8 HP)

Slowed by electricity

Vulnerable to Neutralize Poison

Casting Neutralize Poison on the golem deactivates its Breath Weapon for 1 minute.

Vulnerable to Rust

Magical rusting effects, like a rust monster's antennae, affect the iron golem normally.

Breath Weapon Two Actions (arcane, necromancy, poison)

The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem's squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds.

Inexorable March One Action

The iron golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 39 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's fist.

Iron Golem Poison (poison)

Any Drained value from this poison is reduced by 1 every hour.


Saving Throw DC 35 fortitude

Maximum Duration 4 rounds

Stage 1 2d6+4 poison and Drained 1 (1 round)

Stage 2 4d6+4 poison and Drained 2 (1 round)

Stage 3 8d6+4 poison and Drained 3 (1 round).



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A 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.

Mindless

A 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.