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Monsters

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.