Pulping Golem
Creature 14 (uncommon) — construct, golem, mindless
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDconstructgolem
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 230
Immunities fire, magic, mental
Resistances physical (except adamantine) 15
Speed 20 feet
Offense
Melee Fist (magical, reach-10, unarmed) +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
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, 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.
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)
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)
WORKS WELL WITH
SniperLANDThe Sniper exploits the golem's formidable frontline to deliver damage safely while the golem's Inexorable March pushes enemies into predictable positions.
WeaverLANDThe Weaver corrals enemies into the golem's reach-10 strikes and Breath Weapon radius, maximizing the golem's area-denial potential.
ShadeLANDThe Shade capitalizes on the chaos created by the golem's inexorable advance to strike from concealment against poisoned and drained targets.
PUNISHES
✖ magic reliance✖ melee clustering✖ non-adamantine weapons
stacking with another slow Anvil compounds mobility weakness and invites kiting
Works well with · Punishes · Pairing advice
Unlock with Tactics
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