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Guillotine GolemCreature 18


Rare​N​Medium​Construct​Golem​Mindless​
Source Pathfinder Adventure: Night of the Gray Death
Perception +28 (darkvision)
Languages none
Skills Athletics +38
Str +9, Dex +0, Con +6, Int -5, Wis +0, Cha -5

AC 42; Fort +33; Reflex +28; Will +29;
HP 270
Speed 20 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magical, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 20

Blade One Action +36 (+31, +26) to hit (magical, reach, reach 10) 3d12+15 Slashing

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 Antimagic

harmed by acid (9d8 damage, 3d8 damage from areas or persistent damage); healed by electricity (area 3d8 Hit Points); slowed by fire


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.

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 guillotine golem normally.

Breath Weapon Two Actions (necromancy, occult, poison)

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

Decapitation

If the guillotine golem critically hits a creature with its blade Strike, the creature must succeed at a DC 40 fortitude save or be decapitated, dying instantly unless it can survive without a head.

Guillotine Golem Poison (poison)

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


Saving Throw DC 40 fortitude

Maximum Duration 4 rounds

Stage 1 3d6 poison and Drained 1 (1 round)

Stage 2 5d6 poison and Drained 2 (1 round)

Stage 3 10d6 poison and Drained 3 (1 round).

Inexorable March One Action

The guillotine 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 44 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's blade Strike.



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.