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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

Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

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