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Gold Defender GarrisonCreature 13


Rare​N​Gargantuan​Construct​Mindless​Troop​
Source Pathfinder #172: Secrets of the Temple-City
Perception +22 (darkvision)
Languages none
Skills Athletics +30
Str +7, Dex +2, Con +6, Int -5, Wis +0, Cha -5

AC 29; Fort +26; Reflex +22; Will +22;
HP 240 (16 squares (160 = 12 squares, 80 = 8 squares)
Speed 20 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magical, mental, necromancy, nonlethal, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Area Damage 15, Bludgeoning 10, Splash Damage 8
Resistances Physical 15

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.

Form Up One Action

The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.

(Golem) Golem Antimagic

harmed by cold(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 β€œcold and water”), either type of spell can affect the golem.

Death Throes

As the garrison's numbers dwindle, gold defenders melt away into worthless slag. Every time that the garrison is reduced to a threshold, it leaves behind a 10-foot radius 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 completely evaporates after 1 minute.

Troop Defenses

Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.

A damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.

Non-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect.

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).

Golden Strike One Action

One Action to Three Actions actions

Frequency once per round

Effect The garrison makes a melee attack against each enemy within 5 feet (DC 30 basic reflex save). The damage depends on the number of actions.

One Action 2d8+2 bludgeoning damage

Two Actions 3d8+12 bludgeoning damage

Three Actions 4d8+15 bludgeoning damage

Light Reflection Two Actions (evocation, primal)

Requirements The gold defender garrison is not in darkness


Effect The gold defender garrison 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). The size of the cone reduces to a 15-foot cone when the garrison is reduced to 8 or fewer squares. 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.

Troop Movement

Whenever the garrison Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop.



Traits

Rare

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.

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.