ability_mods: cha_mod: -5 con_mod: 4 dex_mod: -1 int_mod: -5 str_mod: 7 wis_mod: 0 ac: 30 ac_special: null active_abilities: - action_cost: Reaction critical_failure: null critical_success: null description: null effect: The creature must succeed at a DC 30 Fortitude save or become __paralyzed__ for 1 round. failure: null frequency: null maximum_duration: null name: Impose Paralysis range: null raw_description: '**Impose Paralysis** [Reaction] (__incapacitation__) **Trigger** The stone golem hits a __slowed__ creature. **Effect** The creature must succeed at a DC 30 Fortitude save or become __paralyzed__ for 1 round.' requirements: null saving_throw: null stages: null success: null traits: - incapacitation trigger: The stone golem hits a __slowed__ creature. - action_cost: One Action critical_failure: null critical_success: null description: The stone 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 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist. effect: null failure: null frequency: null maximum_duration: null name: Inexorable March range: null raw_description: '**Inexorable March** [One Action] The stone 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 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem''s fist.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude save or be __slowed 1__ for 1 minute. The golem can't use Slowing Pulse again for 1d4 rounds. effect: null failure: null frequency: null maximum_duration: null name: Slowing Pulse range: null raw_description: '**Slowing Pulse** [One Action] (__arcane__, __concentrate__, __transmutation__) Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude save or be __slowed 1__ for 1 minute. The golem can''t use Slowing Pulse again for 1d4 rounds.' requirements: null saving_throw: null stages: null success: null traits: - arcane - concentrate - transmutation trigger: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth effect: null failure: null frequency: null maximum_duration: null name: Golem Antimagic range: null raw_description: '**Golem Antimagic** harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth' requirements: null saving_throw: null stages: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: A __stone to flesh__ spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A __flesh to stone__ spell reverses this effect immediately. effect: null failure: null frequency: null maximum_duration: null name: Vulnerable to Stone to Flesh range: null raw_description: '**Vulnerable to Stone to Flesh** A __stone to flesh__ spell negates the golem''s golem antimagic and its resistance to physical damage for 1 round. A __flesh to stone__ spell reverses this effect immediately.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null description: 'Stone golems are slow and steady constructs typically carved from marble or granite. They''re often made to serve as works of art when at rest, so some golem crafters employ master sculptors to ensure the constructs make beautiful statues. Older stone golems might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn''t adversely impact the golems'' functionality. Tales tell of particularly immense stone golems residing in certain ancient ruins. Survivors from time-lost civilizations bent on carrying out orders from long-gone masters, these immense stone golems are much more powerful than most stone golems. They are always level 15 or higher and never smaller than Huge in size—most are Gargantuan. Because their size is so great and the structures they dwell in so dilapidated, the awakening of such a stone golem can cause surrounding structures to collapse, ancient foundations to buckle, and ceilings to come crashing down on foes. In addition to the statistics here, these massive stone golems attack with wide, sweeping strikes capable of knocking down multiple targets at once. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 30' hp: 175 hp_misc: null immunities: - acid - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious level: 11 melee_attacks: - action_cost: One Action damage: - formula: 2d10+13 type: bludgeoning name: fist to_hit: 24 traits: - magical - reach 10 feet name: Stone Golem perception: 17 ranged_attacks: null rarity: Uncommon resistances: - amount: 10 misc: except adamantine type: physical saves: fort: 24 fort_misc: null misc: null ref: 18 ref_misc: null will: 19 will_misc: null senses: - darkvision size: Large skills: - bonus: 26 misc: null name: Athletics sources: - abbr: Bestiary page_start: '187' page_stop: null speed: - amount: 20 misc: null type: Land spell_lists: null traits: - Construct - Golem - Mindless