CREATURE 11
Perception +17; darkvision
Skills Athletics +26
Str +7 Dex -1 Con +4 Int -5 Wis +0 Cha -5
AC 30; Fort +24, Ref +18, Will +19
HP 175; Immunities acid, bleed, mental, poison, death effects, disease, doomed, drained, fatigued, healing, magic (see below), necromancy, nonlethal attacks, paralyzed, sickened, unconscious; Resistances physical 10 (except adamantine)
Golem Antimagic harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth.
Vulnerable to Stone to Flesh A stone to flesh spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately.
Speed 20 feet
Melee fist +24 (magical, reach 10 feet), Damage 2d10+13 bludgeoning
Impose Paralysis (incapacitation) Trigger The stone golem hits a slowed creature. Effect The creature must succeed at a DC 30 Fortitude save or become paralyzed for 1 round.
Inexorable March The stone 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 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist.
Slowing Pulse (arcane, concentrate, transmutation) Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude save or be slowed 1 for 1 minute. The golem can't use Slowing Pulse again for 1d4 rounds.
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