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Carvey

Creature 8 (uncommon) — construct, golem, mindless

Pre-Remaster content. May include legacy alignment.

AnvilLANDconstructgolem

Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from h

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +14; darkvision
Skills athletics +19
Str
+5
Dex
-1
Con
+3
Int
-5
Wis
+0
Cha
-5
AC 26 Fort +18 Ref +14 Will +15
HP 140
Immunities electricity, magic, mental
Resistances physical (except adamantine) 5
Speed 25 feet

Offense

Melee Fist (magical, reach-10, unarmed) +20, Damage 2d10+7 bludgeoning

Abilities

Suicidal Obedience — Carvey is unerringly loyal to the Skinsaw cult and to Mobana especially. When Carvey goes berserk, she doesn't attack the nearest living creature or object but instead moves adjacent to the creature nearest the balcony (or similar falling hazard, if the battle is taking place elsewhere) and attempts to Shove the creature over the cliff's edge.

The number of feet Carvey can Shove a creature is doubled as long as Carvey has 40 or fewer HP (thus, she pushes a creature 10 feet on a successful check and 20 feet on a critical success), but she must move the same distance and in the same direction as the pushed creature.

If the shoved creature falls over the cliff's edge, so does Carvey.
Berserk — A severely damaged flesh golem has a chance of going berserk.

If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 Flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.
Electric Reflexes
Golem Antimagic — Harmed by fire (5d8 untyped, 3d4 untyped from areas or persistent damage); healed by electricity (area 2d4 healing HP); slowed by cold
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.

Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.

Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.

Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
Vulnerable to Flesh to Stone — Casting a Petrify spell on the flesh golem affects the golem normally.
Berserk SlamRequirement The flesh golem is berserk.

Effect The flesh golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target Prone.

WORKS WELL WITH

SniperLANDSniper delivers damage from behind the Anvil's reach zone while the golem absorbs incoming attention.
MenderLANDMender keeps the Anvil operational through its narrow defensive profile while the golem holds the line.
FlankerLANDFlanker exploits the distraction of the Anvil's reach to circle around for off-guard positioning.
CrasherLANDCrasher shoves enemies into the Anvil's reach while the golem's bulk blocks escape routes.

PUNISHES

✖ magic reliance✖ non-adamantine weapons
Two Anvil golems share magic immunity and slow speed, leaving the party vulnerable to kiting and enemies that bypass the frontline.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #158: Sixty Feet Under.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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