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Pulping Golem

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 230
Immunities fire, magic
Resistances physical (except adamantine) 15
Speed 20 feet

Offense

Melee Fist +30, Damage 3d10+14 bludgeoning

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, fire) — The pulping golem spills its cauldron stomach to the floor, dealing 9d12 fire damage to creatures within 10 feet (DC 33 Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Extend Legs — The pulping golem extends its legs up to a height of 40 feet, raising its body high into the air. While its legs are extended, its movement speed is halved, and it takes a -2 penalty to its Fortitude save DC against Shove and Trip attempts.
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+4 poison damage and Drained 1 (1 round) Stage 2 4d6+4 poison damage and Drained 2 (1 round) Stage 3 8d6+4 poison damage and Drained 3 (1 round)

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