Gold DefenderCreature 13
Source Pathfinder #172: Secrets of the Temple-City
Perception +21 (darkvision)
Languages none
Skills Athletics +30
Str +8, Dex -1, Con +4, Int -5, Wis +0, Cha -5
AC 34; Fort +26; Reflex +21; Will +22;
HP 190
Speed 20 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magical, mental, necromancy, nonlethal, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 15
Fist +28 (+23, +18) to hit (magical, reach, reach 10) 3d10+12 Bludgeoning
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.
(Golem) Golem Antimagicharmed by cold(6d10 damage, 2d8 damage from areas or persistent damage); healed by fire (area 2d8 Hit Points); slowed by acid
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as βcold and waterβ), either type of spell can affect the golem.
- Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
- Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
- Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
- Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
When the gold defender is destroyed, it melts into worthless slag. As it melts, it releases a 10-foot burst cloud of fumes and a 10-foot radius puddle of molten metal. Creatures that breathe fumes are exposed to gold defender poison. Creatures that move through the puddle take 10d6 fire damage. The fumes dissipate after 1 round and the puddle cools after 1 minute.
Malleable ShapeThe gold defender's body is made from soft gold, which is particularly pliable. If the gold defender is critically hit with an attack that deals bludgeoning damage, the attack partially bends and reshapes the gold defender. The gold defender becomes Clumsy 2 until it spends an Interact action to bend itself back into shape.
Vulnerable to Telekinetic HaulCasting Telekinetic Haul on the gold defender squeezes its form, compressing it into a smaller and much more awkward shape. The gold defender becomes Clumsy 3 and can't use Light Reflection. The gold defender must take a 1-minute activity, which has the manipulate trait, to restore its shape, removing the clumsy condition and restoring its Light Reflection.
Gold Defender Poison (poison)Any Drained value from this poison is reduced by 1 every hour
Saving Throw DC 33 fortitude
Maximum Duration 4 rounds
Stage 1 2d6 poison and Drained 1 (1 round)
Stage 2 4d6 poison and Drained 2 (1 round)
Stage 3 8d6 poison and Drained 3 (1 round).
Inexorable MarchThe gold defender 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 37 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the defender's fist Strike.
Light Reflection (evocation, primal)Requirements The gold defender is not in darkness
Effect The gold defender reshapes its skin into a reflective surface that magnifies ambient light into a precise beam that burns all creatures in a 30-foot cone, dealing 14d6 fire damage (DC 31 reflex save if the gold defender is in dim light, DC 33 reflex save if it's in bright light). It can't use Light Reflection again for 1d4 rounds.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and catches fire, taking 1d6 Persistent Fire Damage.
Critical Failure As failure, but the persistent fire damage is 5d6.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.