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Gold Defender

Creature 13 (rare) — construct, golem, mindless

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDconstructgolem

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

Perception +21; darkvision
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, mental
Resistances physical (except adamantine) 15
Speed 20 feet

Offense

Melee Fist (magical, reach, reach-10, unarmed) +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
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.
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.

WORKS WELL WITH

SniperLANDSniper exploits the static front the defender holds while Inexorable March punishes anyone attempting to reach the back line.
WeaverLANDWeaver funnels enemies into the defender's reach zone, maximizing uptime for its poison and Light Reflection.

PUNISHES

✖ blocking✖ ranged attacks✖ cold damage✖ mental control
same-role stacking limits zone coverage due to low speed
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 #172: Secrets of the Temple-City.

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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