Monster Dossier

Gold Defender

Variant iron golem (Bestiary 188)

Level 13

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.