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Guillotine Golem

Creature 18 (rare) — construct, golem, mindless

Pre-Remaster content. May include legacy alignment.

Source: night-of-the-gray-death-bestiary (Pre-Remaster)

Perception +28
Skills athletics +38
Str
+9
Dex
+0
Con
+6
Int
-5
Wis
+0
Cha
-5
AC 42 Fort +33 Ref +28 Will +29
HP 270
Immunities fire
Resistances physical (except adamantine) 20
Speed 20 feet

Offense

Melee Blade +36, Damage 3d12+15 slashing

Abilities

Golem Antimagic — Harmed by acid (9d10 untyped, 3d8 untyped from areas or persistent damage); healed by electricity (area 3d8 healing HP); slowed by fire Golem Antimagic
Vulnerable to Neutralize Poison — Casting Cleanse Affliction on the golem deactivates its Breath Weapon for 1 minute.
Vulnerable to Rust — Magical rusting effects, like a rust monster's antennae, affect the guillotine golem normally.
Breath Weapon (occult, poison) — The guillotine golem emits poisonous gas in a 10-foot burst centered on the corner of one of the golem's squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds.
Decapitation — If the guillotine golem critically hits a creature with its blade Strike, the creature must succeed at a DC 40 Fortitude save or be decapitated, dying instantly unless it can survive without a head.
Guillotine Golem Poison (poison) — Any drained value from this poison is reduced by 1 every hour. Saving Throw DC 40 Fortitude Maximum Duration 4 rounds Stage 1 3d6 poison and Drained 1 (1 round) Stage 2 5d6 poison and Drained 2 (1 round) Stage 3 10d6 poison and Drained 3 (1 round).
Inexorable March — The guillotine golem 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 44 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's blade Strike.

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