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Gold Defender Garrison

Creature 13 (rare) — construct, mindless, troop

Pre-Remaster content. May include legacy alignment.

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +22
Skills athletics +30
Str
+7
Dex
+2
Con
+6
Int
-5
Wis
+0
Cha
-5
AC 29 Fort +26 Ref +22 Will +22
HP 240
Immunities fire
Resistances physical (except adamantine, bludgeoning) 15
Weaknesses area-damage 15, bludgeoning 10, splash-damage 8
Speed 20 feet

Abilities

Form Up — Form Up
Death Throes — As the garrison's numbers dwindle, gold defenders melt away into worthless slag. Every time that the garrison is reduced to a threshold, it leaves behind a 10-foot burst{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 completely evaporates after 1 minute.
Golem Antimagic — Harmed by cold (2d8 untyped from areas or persistent damage); healed by fire (area 2d8 healing HP); slowed by acid Golem Antimagic
Troop Defenses — Troop Defenses
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).
Golden Strike — 1 to 3 Frequency once per round Effect The garrison makes a melee attack against each enemy in a 5-foot emanation (DC 30 Reflex save). The damage depends on the number of actions. 1 2d8+2 bludgeoning damage 2 3d8+12 bludgeoning damage 3 4d8+15 bludgeoning damage
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.
Troop Movement — Whenever the garrison Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop.

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