Mr. Snips
Creature 14 (uncommon) — construct, golem, mindless
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDconstructgolemmindlesspoison
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; darkvision
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, mental
Resistances physical (except adamantine) 15
Speed 20 feet
Offense
Melee Fist (magical, reach-10, unarmed) +30, Damage 3d10+14 bludgeoning
Melee Scissors (agile, magical, reach-10) +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
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
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.
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).
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)
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)
WORKS WELL WITH
SniperLANDA precise ranged attacker can pick off targets the golem's forced-march pushback strands away from the front line.
SnareLANDA controller that funnels enemies into a tight space maximizes how many creatures the poisonous breath catches at once.
FlankerLANDA mobile striker can exploit the openings created when the golem's advance shoves defenders out of position.
PUNISHES
✖ clumping✖ melee reliance✖ reliance on magic damage
Stacking with another huge melee Anvil creates a choke-point traffic jam that wastes the golem's own forced-movement advance.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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