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Golem

Creature 8 — construct, earth, holy

AnvilCrasherLANDconstructearthholy

Long ago, the priests of ancient religions mastered a technique to bring them closer to their god: the animation of clay into a living being. These clay beings, called golems, are animated by placing a piece of paper with the name of the priest's god within the golem's mouth (or, in some cases, by carving a holy word on the golem's forehead). Though they are intelligent as a result of their divine blessing, golems generally don't act unless commanded to, and they rarely have the capacity for spe

Source: pathfinder-monster-core-2

Perception +16
Languages common; can't speak any language
Skills athletics +20, religion +18
Str
+6
Dex
+2
Con
+5
Int
+1
Wis
+4
Cha
+0
AC 25 Fort +19 Ref +12 Will +16
HP 170
Immunities acid
Speed 20 feet

Offense

Melee Fist (reach-10) +20, Damage 2d10+8 bludgeoning plus Consecrated Fists

Abilities

At-Will Spells — The monster can cast its at-will spells any number of times without using up spell slots.
Day of Rest — A golem needs 1 day of rest per week or it becomes uncontrollable. An uncontrollable golem is unable to cast spells, and it takes a –2 circumstance penalty to checks made using Wisdom, including Will saves. While uncontrollable, the golem loses its immunity to sleep. The golem is uncontrollable until it takes a day of rest.
Faithful — A golem faithfully serves its creator as long as it's not in an uncontrollable state (see above). While the golem is faithful, it follows the commands of its creator, even to its own detriment. While the golem remains faithful to its creator, the golem can't be Confused or Controlled by any creature other than its creator.
Hefty Helper — The golem can carry 13 Bulk before becoming Encumbered and can carry a maximum Bulk of 18.
Consecrated Fists (divine) — After the golem casts a holy spell, their Strikes deal an additional 1d8 spirit damage and gain the divine and holy traits. These benefits last until the end of the golem's next turn.
Rampage
Divine Innate Spells DC 24, attack +16
4th Divine Wrath (×2)
3rd Holy Light (At Will)
2nd Calm (×2), Dispel Magic
1st Heal (×4)
Cantrips (4th) Divine Lance, Stabilize

WORKS WELL WITH

SniperLANDA ranged ally keeps up damage while the golem's slow, unyielding advance holds the melee line.
WeaverLANDA caster's control effects make up for the golem's lack of mobility once it commits to the fight.

PUNISHES

✖ melee reliance✖ standing still
Pairing with another Anvil wastes the frontline space this golem's slow, relentless advance already holds.
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 Monster Core 2.

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