Gold Defender Garrison
Creature 13 (rare) — construct, mindless, troop
Pre-Remaster content. May include legacy alignment.
AnvilLANDconstruct
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +22; darkvision
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 (16 squares (160 = 12 squares, 80 = 8 squares))
Immunities fire, mental
Resistances physical (except adamantine, bludgeoning) 15
Weaknesses area-damage 15, bludgeoning 10, splash-damage 8
Speed 20 feet
Abilities
Form Up — The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.
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
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.
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.
Troop Defenses — Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
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).
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
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.
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.
WORKS WELL WITH
SniperLANDSniper operates from behind the troop's wide formation while the garrison's emanation punishes enemies that close.
MenderLANDMender providing fire-damage healing capitalizes on Golem Antimagic to sustain the troop through extended engagements.
PUNISHES
✖ blocking✖ ranged attacks✖ cold damage✖ mental control
area damage vulnerability makes pairing with splash-prone allies dangerous
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Gold Defender Garrison in the encounter builder — free, no install.
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