Iron Golem

CREATURE 13

uncommon n large construct golem mindless 

Perception +21; darkvision

Skills Athletics +30

Str +8 Dex -1 Con +4 Int -5 Wis +0 Cha -5

AC  34; Fort +26, Ref +21, Will +22

HP 190; Immunities bleed, fire, mental, poison, death effects, disease, doomed, drained, fatigued, healing, magic (see below), necromancy, nonlethal attacks, paralyzed, sickened, unconscious; Resistances physical 15 (except adamantine)

Golem Antimagic harmed by acid (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by electricity.

Vulnerable to Neutralize Poison Casting neutralize poison on the golem deactivates its Breath Weapon for 1 minute.

Vulnerable to Rust Magical rusting effects, like a rust monster's antennae, affect the iron golem normally.

Speed 20 feet

Melee [>] fist +28 (magical, reach 10 feet), Damage 3d10+12 bludgeoning

Breath Weapon [>>] (arcane, necromancy, poison) The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem's squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds.

Inexorable March [>] The iron golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's fist.

Iron Golem Poison (poison) Any drained value from this poison is reduced by 1 every hour. Saving Throw DC 33 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3. (1 round)

Bestiary, page 188. Expanded in LOIL.

Open Iron Golem in the interactive creatures list or browse all creatures starting with I.