Monster Dossier
Gold Defender
Variant iron golem (Bestiary 188)
Traits
rarenhugeconstructgolemmindless
Rules & statistics
Monster Profile
Perception
21
Senses
- Name
- darkvision
Skills
- Athletics
- 30
Ability Mods
- Str
- 8
- Dex
- -1
- Con
- 4
- Int
- -5
- Wis
- 0
- Cha
- -5
Defenses
- Ac
- 34
- Saving Throws
- Fort
- 26
- Ref
- 21
- Will
- 22
- Hp
- Hp
- 190
- Immunities
- bleed
- death effects
- disease
- doomed
- drained
- fatigued
- fire
- healing
- magic (see page 50)
- mental
- necromancy
- nonlethal attacks
- paralyzed
- poison
- sickened
- unconscious
- Resistances
- Name
- physical
- Amount
- 15
- Note
- except adamantine
Speed
- Walk
- 20
Attacks
- Range
- Melee
- Traits
- magical
- reach
- Name
- fist
- Attack
- 28
- Damage
- 3d10+12 bludgeoning
Abilities
- Mid
- Name
- Death Throes
- Entries
- When the gold defender is destroyed, it melts into worthless slag. As it melts, it releases a 10-foot radius cloud of fumes and a 10-foot radius puddle of molten metal.
- Creatures that breathe fumes are exposed to gold defender poison. Creatures that move through the puddle take 10d6 fire damage. The fumes dissipate after 1 round and the puddle cools after 1 minute.
- Name
- Golem
- Entries
- Antimagic harmed by cold (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by acid
- Name
- Malleable Shape
- Entries
- The gold defender's body is made from soft gold, which is particularly pliable. If the gold defender is critically hit with an attack that deals bludgeoning damage, the attack partially bends and reshapes the gold defender. The gold defender becomes clumsy||clumsy 2 until it spends an Interact action to bend itself back into shape.
- Name
- Vulnerable to Telekinetic Haul
- Entries
- Casting telekinetic haul on the gold defender squeezes its form, compressing it into a smaller and much more awkward shape. The gold defender becomes clumsy||clumsy 3 and can't use Light Reflection.
- The gold defender must take a 1-minute activity, which has the manipulate trait, to restore its shape, removing the clumsy condition and restoring its Light Reflection.
- Bot
- Name
- Inexorable March
- Activity
- Number
- 1
- Unit
- action
- Entries
- The gold defender 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 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the defender's fist Strike.
- Name
- Light Reflection
- Activity
- Number
- 2
- Unit
- action
- Traits
- primal
- evocation
- Requirements
- The gold defender is not in darkness
- Entries
- The gold defender reshapes its skin into a reflective surface that magnifies ambient light into a precise beam that burns all creatures in a 30-foot cone, dealing 14d6 fire damage (31 Reflex save if the gold defender is in dim light, 33 Reflex save if it's in bright light). It can't use Light Reflection again for 1d4 rounds.
- Type
- successDegree
- Entries
- Critical Success
- The creature takes no damage.
- Success
- The creature takes half damage.
- Failure
- The creature takes full damage and catches fire, taking 1d6 persistent damage||persistent fire damage.
- Critical Failure
- As failure, but the persistent damage||persistent fire damage is 5d6.
- Name
- Gold Defender Poison
- Traits
- poison
- Entries
- Any drained value from this poison is reduced by 1 every hour;
- Type
- affliction
- DC
- 33
- Saving Throw
- Fortitude
- Max Duration
- 4 rounds
- Stages
- Stage
- 1
- Entry
- 2d6 poison and drained||drained 1
- Duration
- 1 round
- Stage
- 2
- Entry
- 4d6 poison and drained||drained 2
- Duration
- 1 round
- Stage
- 3
- Entry
- 8d6 poison and drained||drained 3
- Duration
- 1 round
Background
Lore
No lore provided.