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Numerian Adamantine Golem

Creature 18 (rare) — construct, golem, mindless

Pre-Remaster content. May include legacy alignment.

Crafted from a nigh-indestructible metal of great rarity, adamantine golems can't be destroyed except by the most powerful foes. Crafting an adamantine golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane. Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-ofte

Source: kingmaker-bestiary (Pre-Remaster)

Perception +26
Skills athletics +38
Str
+9
Dex
-1
Con
+9
Int
-5
Wis
+0
Cha
-5
AC 42 Fort +33 Ref +27 Will +29
HP 255
Immunities fire
Resistances physical (except vorpal-adamantine) 15
Speed 30 feet

Offense

Melee Fist +35, Damage 3d10+17 bludgeoning

Abilities

Golem Antimagic — Harmed by acid (9d10 untyped, 2d10 untyped from areas or persistent damage); healed by fire (area 2d10 healing HP); slowed by electricity Golem Antimagic
Numerian Construct — Any encounters with adamantine golems, guthallaths, or radiant wardens in Numeria are with ancient robotic versions of these creatures. In encounters with them, describe them as having more technological aspects. The guthallath's erosion aura could be caused by clouds of deconstructor nanites and its annihilation beams manifest as plasma blasts. The adamantine golem might have tank treads instead of legs and its vent ability might manifest as a spray of dozens of laser beams in a cone. And the radiant warden's radiant beams and blast serve as rippling attacks of focused graviton beams. All of these constructs have weakness 15 to critical hits and electricity, but their other statistics do not change. If you'd rather not introduce Numeria's themes of super-science and strange technology, you can either present these constructs as standard versions, or re-roll your encounter to get a more appropriate result for your game.
Repair Mode — When the adamantine golem is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it is Slowed 1, can't take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can't take any reactions until the start of its next turn. If a critical hit with an adamantine Vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it while it's already at 0 HP, then the golem is destroyed.
Vulnerable to Dispelling — The golem can be targeted by Disjunction and Dispel Magic. If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is Slowed 1 (or Slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed.
Destructive Strike — On a critical hit, the adamantine golem's fist Strike breaks the target's armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead.
Inexorable March — DC 45 Fortitude **Critical Success** The creature takes no damage and its armor takes no damage. **Success** The golem halts its movement and cannot enter the creature's square. **Failure** The resisting creature is damaged and its armor takes damage as if hit by the adamantine 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.
Self-Repair (manipulate) — The golem repairs itself, regaining 30 healing Hit Points.
Vent (fire) — The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 Reflex). The golem can't use Vent again for 1d6 rounds.

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