Gold Defender
Creature 13 (rare) — construct, golem, mindless
Pre-Remaster content. May include legacy alignment.
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +21
Skills athletics +30
Str
+8
Dex
-1
Con
+4
Int
-5
Wis
+0
Cha
-5
AC 34
Fort +26
Ref +21
Will +22
HP 190
Immunities fire
Resistances physical (except adamantine) 15
Speed 20 feet
Offense
Melee Fist +28, Damage 3d10+12 bludgeoning
Abilities
Death Throes — When the gold defender is destroyed, it melts into worthless slag. As it melts, it releases a 10-foot burst 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.
Golem Antimagic — Harmed by cold (6d10 untyped, 2d8 untyped from areas or persistent damage); healed by fire (area 2d8 healing HP); slowed by acid
Golem Antimagic
Malleable Shape — 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 2 until it spends an Interact action to bend itself back into shape.
Vulnerable to Telekinetic Haul — 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 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.
Gold Defender Poison (poison) — Any Drained value from this poison is reduced by 1 every hour
Saving Throw DC 33 Fortitude
Maximum Duration 4 rounds
Stage 1 2d6 poison and Drained 1 (1 round)
Stage 2 4d6 poison and Drained 2 (1 round)
Stage 3 8d6 poison and Drained 3 (1 round).
Inexorable March — 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 DC 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.
Light Reflection (primal) — **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 fire damage.
**Critical Failure** As failure, but the persistent fire damage is 5d6 persistent fire.
Run Gold Defender in the encounter builder — free, no install.
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