Mr. Snips
Creature 14 (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: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +23
Skills athletics +32
Str
+8
Dex
-1
Con
+4
Int
-5
Wis
+0
Cha
-5
AC 36
Fort +28
Ref +23
Will +24
HP 210
Immunities fire, magic
Resistances physical (except adamantine) 15
Speed 20 feet
Offense
Melee Fist +30, Damage 3d10+14 bludgeoning
Melee Scissors +30, Damage 3d10+14 slashing
Abilities
Golem Antimagic — Harmed by acid (6d10+4 untyped, 2d8+4 untyped from areas and persistent damage); healed by fire (area 2d8+4 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.
Dismember — Whenever Mr. Snips rolls a critical hit with a scissors Strike, in addition to dealing extra damage, the golem has a chance to dismember its victim. The target must roll a DC 39 Reflex save.
**Success** No additional effect.
**Failure** The target takes 2d10 bleed.
**Critical Failure** As failure, and one of the targets extremities is severed (the effects of this are up to the GM's discretion).
Inexorable March — The iron 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 39 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's fist.
Iron Golem Poison (poison) — Any Drained value from this poison is reduced by 1 every hour.
Saving Throw DC 35 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)
Run Mr. Snips in the encounter builder — free, no install.
Open in PathfinderGM →