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Mithral Golem
AC 40
rareConstructGolemMindless
Lvl 16ConstructGolemMindlessRare
- AC
- 40
- HP
- 220
- Perc
- +26
- Fort
- +27
- Ref
- +30
- Will
- +24
- STR
- +9
- DEX
- +6
- CON
- +5
- INT
- -5
- WIS
- +0
- CHA
- -5
Speed50 ft, climb 40 ft
Actions
- fist +31 3d12+12 bludgeoning reach 15 ft
- spike +31 3d10+12 piercing reach 30 ft
- AC
- 40
- HP
- 220
- STR
- +9
- DEX
- +6
- CON
- +5
- INT
- -5
- WIS
- +0
- CHA
- -5
AC 40
Fort +27
Ref +30
Will +24
HP 220
Immunities
death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
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.