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.
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
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +9 | +6 | +5 | -5 | +0 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 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