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MonstersConstruct

Mithral Golem

This construct rarely fumbles a dodge and grabs an extra move each turn, though electricity slows it and cold tears through its defenses.

rareConstructGolemMindless

A mithral golem is a sleek, silver-bright construct built for blinding speed, darting across the battlefield faster than its bulk should ever allow.

In play

Evasion When the mithral golem rolls a success on a Reflex save, it gets a critical success instead.

Golem Antimagic harmed by cold and water (8d10, 2d10 from areas and persistent damage); healed by transmutation (area 2d10 HP); slowed by electricity

Swift Steps A mithral golem is permanently quickened, and it can use the extra action only to Step or Stride.

Vulnerable to Slow A mithral golem is not healed by a slow spell, and such spells affect them normally.

Level 16

Perception +26 · Senses darkvision · Skills Acrobatics +30, Athletics +33

STRDEXCONINTWISCHA
+9+6+5-5+0-5
ACFortRefWill
40+27+30+24

HP 220 · Immunities death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious · Resistances physical 15 (except adamantine)

Speed 50 feet, climb 40 feet

Actions

  • Melee Fist [Single Action] +31 (reach 15 ft, Agile, Magical), Damage 3d12+12 bludgeoning
  • Melee Spike [Single Action] +31 (reach 30 ft, deadly 2d10, Magical), Damage 3d10+12 piercing