Guillotine GolemCreature 18
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 +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 Antimagicharmed 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 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.
Casting Neutralize Poison on the golem deactivates its Breath Weapon for 1 minute.
Vulnerable to RustMagical rusting effects, like a rust monster's antennae, affect the guillotine golem normally.
Breath Weapon (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.
DecapitationIf 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 MarchThe 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
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.