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Iron Golem

Creature 13 (uncommon) — construct, golem, mindless

Pre-Remaster content. May include legacy alignment.

Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In additi

Source: pathfinder-bestiary (Pre-Remaster)

Perception +21
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
Resistances physical (except adamantine) 15
Speed 20 feet

Offense

Melee Fist +28, Damage 3d10+12 bludgeoning

Abilities

Golem Antimagic — Harmed by acid (6d10 untyped, 2d8 untyped from areas or persistent damage); healed by fire (area 2d8 healing HP); slowed by electricity 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 iron golem normally.
Breath Weapon (arcane, poison) — The iron golem exhales poisonous gas in a 10-foot burst{10-foot radius} centered on the corner of one of the iron golem's squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds.
Inexorable March — DC 37 Fortitude On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist. The 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 Fortitude save.
Iron Golem 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 damage and Drained 1 (1 round) Stage 2 4d6 poison damage and Drained 2 (1 round) Stage 3 8d6 poison damage and Drained 3 (1 round)

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