pathfinder-2-sqlite-MIRROR/data/monsters/Adamantine Golem.yaml

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ability_mods:
cha_mod: -5
con_mod: 9
dex_mod: -1
int_mod: -5
str_mod: 9
wis_mod: 0
ac: 42
ac_special: null
automatic_abilities:
- description: harmed by acid (9d10, 2d10 from areas or persistent damage); healed
by fire (area 2d10 HP); slowed by electricity
name: Golem Antimagic
traits: null
- description: When the adamantine golem is at 0 HP, it isn't destroyed. Instead,
it enters repair mode, during which it is slowed 1, can't take reactions, and
can take only the Self-Repair action. Once it has more than 30 HP, it can use
any type of action and can use reactions, though it remains slowed 1 and can't
take any reactions until the start of its next turn. If a critical hit with an
adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it
while it's already at 0 HP, then the golem is destroyed.
name: Repair Mode
traits: null
- description: The golem can be targeted by disjunction and dispel magic. If targeted
by such a spell of 9th level or higher, the golem has its resistance to physical
damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 rounds.
During this time, if the golem is reduced to 0 HP while already in repair mode,
it is destroyed.
name: Vulnerable to Dispelling
traits: null
description: Crafted from a nigh-indestructible metal of great rarity, adamantine
golems can't be destroyed except by the most powerful foes. Crafting an adamantine
golem requires a quantity of adamantine so massive that collecting it usually requires
mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer
Plane.
divine_spells: null
hp: 255
immunities:
- bleed
- death effects
- disease
- doomed
- drained
- fatigued
- fire
- healing
- magic (see below)
- mental
- necromancy
- nonlethal attacks
- paralyzed
- poison
- sickened
- unconscious
innate_spells: null
items: null
languages: null
level: 18
melee:
- action_cost: One Action
damage:
formula: 3d10+17 plus destructive strike
type: bludgeoning
name: fist
to_hit: 35
traits:
- deadly 3d12
- magical
- reach 15 feet
name: Adamantine Golem
perception: 26
proactive_abilities:
- description: On a critical hit, the adamantine golem's fist Strike breaks the target's
armor, if any, in addition to dealing damage to the target. If the target has
a shield raised, the golem breaks the shield instead.
name: Destructive Strike
traits: null
- action_cost: One Action
critical_failure: null
critical_success: The creature takes no damage and its armor takes no damage.
description: The adamantine 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 try to bar the way by attempting a DC 45 Fortitude save.
failure: The resisting creature is damaged and its armor takes damage as if hit
by the adamantine golem's fist.
name: Inexorable March
success: The golem halts its movement and cannot enter the creature's square.
traits: null
- action_cost: One Action
description: The golem repairs itself, regaining 30 Hit Points.
name: Self-Repair
traits:
- manipulate
- action_cost: One Action
description: The golem vents a 30-foot cone of superheated steam from its internal
forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic Reflex).
The golem can't use Vent again for 1d6 rounds.
name: Vent
traits:
- fire
ranged: null
resistances:
- amount: 20
type: physical (except vorpal adamantine)
saves:
fort: 33
ref: 27
will: 29
saves_special:
fort: null
ref: null
will: null
senses:
- darkvision
skills:
Athletics: 38
skills_special: null
speed:
- amount: 30
type: Land
spell_attack_to_hit: null
spell_dc: null
traits:
- Rare
- N
- Huge
- Construct
- Golem
- Mindless
type: Creature