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Nhimbaloth's CutterCreature 8


Rare​NE​Medium​Construct​Golem​Mindless​
Source Pathfinder #165: Eyes of Empty Death
Perception +14 (darkvision)
Languages none
Skills Acrobatics +16, Athletics +19, Stealth +14
Str +5, Dex +4, Con +5, Int -5, Wis +0, Cha -5

AC 26; Fort +17; Reflex +16; Will +14;
HP 135
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 10

Bladed Limb One Action +20 (+16, +12) to hit (agile, magical, versatile p) 2d6+8 Slashing + 1d6 Bleed

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 sonic (6d6, 2d6 from areas or persistent damage); healed by fire (area 2d6 HP); slowed by cold


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. If an entry lists multiple types (such as β€œcold and water”), 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.

Spell Reflection Reaction (abjuration, arcane)

Trigger The glass golem is targeted by a spell


Effect The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteract the spell, the effect is turned back on the caster.

Vulnerable to Shatter

A glass golem is affected by the Shatter spell as though the golem were an unattended object.

Dazzling Brilliance Two Actions (evocation, light, visual)

The glass golem creates waves of scintillating luminosity that cast bright light in a 60-foot emanation (and dim light for the next 60 feet). The light lasts until the start of the glass golem's next turn, after which the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within the bright light or that enters the bright light must attempt a DC 23 will save.


Success The creature is unaffected.

Failure The creature is Dazzled for 1 round.

Critical Failure The creature is Blinded for 1 round and then dazzled for an additional 4 rounds.

Grim Glimmering Two Actions (evocation, light, visual)

The golem creates waves of baleful light that cast dim light in a 60-foot emanation. The light lasts until the start of the golem's next turn, after which the golem can't use Grim Glimmering for 1d4 rounds. A creature within the light or that enters the light must attempt a DC 23 will save.

Success The creature is unaffected.

Failure The creature is Dazzled for 1 round.

Critical Failure The creature is Doomed 1 and Blinded for 1 round.


Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass golems most often protect grand cathedrals or opulent palaces-testaments to the wealth and power of those they serve, or once served. Once spurred into action by the commands of their creators, glass golems are quicker and more agile than most other golems. Their sharp, blade-like limbs can easily sever veins and arteries, creating wounds that bleed profusely.

Of all the various types of golems, the glass golem is the one most akin to a work of art. Just as powerful aristocrats might use an ice golem for temperature regulation or a wood golem as an ego-boosting statue, a glass golem's colorful glass construction can elevate the beauty of any chamber by its mere presence.


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.