Monster Dossier

Glass Golem

Glass Golem is a fantasy monster entry from source B2.

Level 8

Traits

uncommonnlargeconstructgolemmindless

Rules & statistics

Monster Profile

Perception

14

Senses

  • Name
    darkvision

Skills

Acrobatics
16
Athletics
19
Stealth
14

Ability Mods

Str
5
Dex
4
Con
5
Int
-5
Wis
0
Cha
-5

Defenses

Ac
26
Saving Throws
Fort
17
Ref
16
Will
14
Hp
  • Hp
    135
Immunities
  • bleed
  • death effects
  • disease
  • doomed
  • drained
  • fatigued
  • healing
  • magic (see Golem Antimagic below)
  • mental
  • necromancy
  • nonlethal attacks
  • paralyzed
  • poison
  • sickened
  • unconscious
Resistances
  • Amount
    10
    Name
    physical
    Note
    except adamantine or bludgeoning

Speed

Walk
25

Attacks

  • Range
    Melee
    Name
    bladed limb
    Attack
    20
    Traits
    • agile
    • magical
    • versatile
    Damage
    2d6+8 slashing plus 1d6 bleed
    Types
    • bleed
    • slashing

Abilities

Mid
  • Entries
    • harmed by sonic (6d6, 2d6 from areas or persistent damage); healed by fire (area 2d6 HP); slowed by cold.
    Name
    Golem Antimagic
  • Entries
    • A glass golem is affected by the shatter spell as though the golem were an unattended object.
    Name
    Vulnerable to Shatter
  • Activity
    Number
    1
    Unit
    reaction
    Traits
    • abjuration
    • arcane
    Trigger
    The glass golem is targeted by a spell
    Entries
    • The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteract the spell, the effect is turned back on the caster.
    Name
    Spell Reflection
Bot
  • Activity
    Number
    2
    Unit
    action
    Traits
    • evocation
    • light
    • visual
    Entries
    • The glass golem creates waves of scintillating luminosity that cast bright light in a 60-foot emanation (and dim light for the next 60 feet). The light lasts until the start of the glass golem's next turn, after which the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within the bright light or that enters the bright light must attempt a 23 Will save.
    • Type
      successDegree
      Entries
      Success
      The creature is unaffected.
      Failure
      The creature is dazzled for 1 round.
      Critical Failure
      The creature is blinded for 1 round and then dazzled for an additional 4 rounds.
    Name
    Dazzling Brilliance

Background

Lore

No lore provided.