Chaos Gulgamodh
Creature 21 (unique) — construct, mindless
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDconstruct
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +35; darkvision
Skills athletics +40
Str
+11
Dex
+0
Con
+10
Int
-5
Wis
+0
Cha
-5
AC 46
Fort +39
Ref +29
Will +29
HP 400
Immunities mental
Resistances cold 15, electricity 15, fire 15, physical (except adamantine) 20
Speed 40 feet
Offense
Melee Massive Scythe (adamantine, deadly-4d10, magical, reach-25, trip) +38, Damage 4d10+19 slashing
Melee Cannon Arm (adamantine, chaotic, magical, reach-20) +38, Damage 4d10+19 bludgeoning plus 1d6 spirit plus 1d6 fire
Melee Foot (adamantine, magical, reach-20, unarmed) +40, Damage 4d8+19 bludgeoning plus 1d6 spirit plus Knockdown
Ranged Arcane Cannon (chaotic, magical) +29, range increment 60 feet, Damage 6d8+12 fire plus 1d6 spirit
Abilities
Adamantine Strikes — Chaos Gulgamodh's body—including the appendages it uses to make melee Strikes—is made of adamantine.
Cannon Fusillade — Chaos Gulgamodh unleashes a salvo of explosive blasts in a 30-foot cone. Creatures in the area take 10d10+20 fire damage (DC 43 Reflex save).
On a failed save, a creature is subjected to a Warpwave effect. On a critically failed save, a creature is Stunned 1.
Chaos Gulgamodh can't use Cannon Fusillade again for 1d4 rounds.
On a failed save, a creature is subjected to a Warpwave effect. On a critically failed save, a creature is Stunned 1.
Chaos Gulgamodh can't use Cannon Fusillade again for 1d4 rounds.
Trample — Huge or smaller, foot, DC 43 Reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Knockdown —
WORKS WELL WITH
CrasherLANDForces enemies back into the construct's enormous reach and cone area, compounding area damage between both roles.
WeaverLANDHerds foes into the Cannon Fusillade cone or Trample path, maximizing forced movement and area coverage.
SniperLANDExploits the front-line distraction to deliver precise damage while the adamantine wall absorbs attention and area-punishes clusters.
PUNISHES
✖ clumping✖ physical damage reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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