Golgopo
Creature 8 (uncommon) — construct
Pre-Remaster content. May include legacy alignment.
WeaverLANDVERTICALconstructoccult
As their empire crumbled and fell into ruin, many cyclopes turned to increasingly depraved and vicious rituals to enhance their divinations and oracular powers. Some, especially those too fearful or suspicious of their fellow cyclopes to collaborate, constructed servants known as golgopos to aid in their rituals. These squat creatures are made from ancient bones dredged from fetid swamps and packed with mud to resemble a squat humanoid. Their heads are little more than the skull of whatever crea
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +16; low-light-vision
Languages cyclops
Skills acrobatics +16, occultism +20
Str
+2
Dex
+4
Con
+5
Int
+6
Wis
+2
Cha
-2
AC 26
Fort +18
Ref +16
Will +14
HP 130
Resistances fire 6
Weaknesses acid 5
Speed 15 feet, climb 15 feet
Offense
Melee Fist (finesse, unarmed) +18, Damage 2d8+5 bludgeoning
Abilities
Ritual Conduit — Golgopos were created to assist with complex rituals. The golgopo can always use Occultism to attempt secondary checks during rituals, regardless of the skill normally required.
If a golgopo would critically fail a secondary check, they fail instead.
If a golgopo would critically fail a secondary check, they fail instead.
Warning Call —
Portents of Doom (auditory, emotion, fear, mental, occult) — The golgopo unleashes a wailing cry that heralds impending disaster. Each creature within 30-foot emanation{30 feet} must attempt a DC 26 Will save.
Golgopos and cyclopes are immune to this effect.
Critical Success The creature is unaffected and temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The creature is Frightened 1.
Critical Failure The creature is Frightened 2 and Confused for 1 round.
Golgopos and cyclopes are immune to this effect.
Critical Success The creature is unaffected and temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The creature is Frightened 1.
Critical Failure The creature is Frightened 2 and Confused for 1 round.
Occult Innate Spells DC 26, attack +18
4th Read Omens, Seal Fate
3rd Locate, Nondetection (×2)
2nd Augury, Paranoia, Restore Senses
1st Ill Omen
WORKS WELL WITH
AnvilLANDA frontline body absorbs melee attention while this fragile ritualist keeps its Will-save emanation active.
SnareLAND / VERTICALA controller that restricts movement keeps the party clustered inside the fear emanation's range.
CrasherLAND / VERTICALA brawler that closes distance quickly pressures the party into positions where the emanation catches more targets.
PUNISHES
✖ clumping✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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