Adamantine Golem
A towering skymetal construct that shrugs off wounds that would shatter lesser things and labors to mend itself even as a wreck.
An adamantine golem is a towering construct hammered from the hardest of skymetals, all but impervious and tireless in its purpose. Wounds that would shatter lesser things barely scar it, and even reduced to a wreck it labors to mend itself.
In play
Golem Antimagic harmed by acid (9d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by electricity
Repair Mode 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.
Level 18
Perception +26 · Senses darkvision · Skills Athletics +38
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +9 | -1 | +9 | -5 | +0 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 42 | +33 | +27 | +29 |
HP 255 · Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious · Resistances physical 20 (except _vorpal_ adamantine)
Speed 30 feet
Actions
- Melee Fist [Single Action] +35 (reach 15 ft, deadly 3d12, Magical), Damage 3d10+17 bludgeoning