Gold Golem CR 15
XP 51,200 N Large construct Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 31, touch 8, flat-footed 31 (–1 Dex, +23 natural, –1 size) hp 220 (20d10+80) Fort +6, Ref +5, Will +6 DR 15/adamantine; Immune construct traits, magic
OFFENSE
Speed 30 ft. Melee 2 slams +26 (2d10+9) Space 10 ft.; Reach 10 ft. Special Attacks Auric Radiance
STATISTICS
Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1 Base Atk +15; CMB +24; CMD 33
SPECIAL ABILITIES
Immunity to Magic (Ex)
A gold golem has immunity to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows a gold golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A gold golem gets no saving throw against fire effects.
Auric Radiance (Su)
Once every 1d4 rounds, the gold golem can unleash a burst of light from its body. Every creature within a 30-foot radius must make a DC 17 Fortitude save or take 8d6 points of damage and be blinded for 1 round. A successful save halves the damage and negates the blinding effect. The save DC is Constitution-based.
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