18.17 Golems

Mining Golem

Level 5 Brute

Medium animate

HP 34 IP 18

Defenses Armor 7 Brawn 9 Fort 7 Ref 7

Immune Compulsion, Emotion

Movement 30 ft.

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Attributes 5, 3, 3, —, 2, —

Alignment Lawful neutral

Accuracy +3; Brawling +5

Power 7; 2 ✨

Equipment Pick

Traits Construct Mindless Nonliving Soulless

Mining Golem Abilities

Ground Slam

Standard action

Tags: Earth, Keen

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The mining golem makes a +2 melee strike vs. Armor with its pick. The strike targets everything supported by that surface in a Small (15 ft.) cone from one corner of the target space.

Hit: 1d8+7 damage.

Pick

Standard action

Tags: Keen

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The mining golem makes a +3 melee strike vs. Armor with its pick.

Hit: 1d8+7 damage.

Mithral Golem

Level 14 Skirmisher – Elite

Medium animate

HP 246 IP 123

Defenses Armor 20 Brawn 17 Fort 14 Ref 20

Immune Compulsion, Emotion

Movement 40 ft.

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Attributes 6, 10, 1, —, 6, —

Alignment Lawful neutral

Accuracy +11; Brawling +11

Power 15; 13 ✨

Traits Construct Mindless Nonliving Soulless

Mithral Golem Abilities

Building Storm

Elite action

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If the mithral golem hit with a strike last round, it is briefly primed (always explode).

Flash Sweep

Elite action

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The mithral golem can move in a straight line up to its speed. During this movement, it moves too quickly to be seen, making it invisible. While still invisible, the mithral golem can make a +11 melee strike vs. Armor with its fists. The strike targets all enemies adjacent to it at any point during its movement. After making the strike, it becomes visible at its destination.

Hit: 4d6+7 damage.

Faster Than Sight

Standard action

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The mithral golem makes two melee strikes. If either strike hits and its attack result also hits the target’s Reflex defense, the target briefly treats the mithral golem as invisible.

Hit: 2d6+7 damage.

Fists

Standard action

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The mithral golem makes a +11 melee strike vs. Armor with its fists.

Hit: 6d6+14 damage.

Whirlwind

Standard action

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The mithral golem makes a +11 melee strike vs. Armor with its fists. The strike targets all enemies adjacent to it.

Hit: 4d6+14 damage.

Elite Cleanse

Triggered

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At the end of each round, roll 1d10. On an 8 or 9, the mithral golem can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.

Adamantine Golem

Level 17 Warrior – Elite

Medium animate

HP 678 IP 225

Defenses Armor 15 Brawn 20 Fort 22 Ref 13

Immune Compulsion, Emotion

Movement 30 ft.

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Attributes 10, -2, 12, —, 6, —

Alignment Lawful neutral

Accuracy +12; Brawling +14

Power 20; 10 ✨

Traits Construct Mindless Nonliving Soulless

Adamantine Golem Abilities

Indestructible: The adamantine golem reduces all damage it takes by 10. This can reduce incoming damage to 0. In addition, it takes no additional damage from critical hits. Non-damaging effects from critical hits still function normally.

Unstoppable: The adamantine golem is unaffected by difficult terrain and is immune to being slowed (-10 speed, -2 Armor and Ref).

Brace for Impact

Elite action

Tags: Swift

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The adamantine golem is impervious (+4 defenses) to all damage this round. Because this is a Swift ability, it affects attacks against the adamantine golem during the current phase.

Fortifying Force

Elite action

Tags: Impact

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The adamantine golem makes a +13 melee strike vs. Armor with its fists. After making the strike, it is briefly fortified (+2 Brawn, Fort, Ment).

Hit: 4d6+20 damage.

Sinews of Steel

Elite action

Tags: Swift

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The adamantine golem is briefly fortified (+2 Brawn, Fort, Ment) and steeled (immune to crits). This ability has the Swift tag, so it affects attacks against the adamantine golem during the current phase.

Fists

Standard action

Tags: Impact

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The adamantine golem makes a +12 melee strike vs. Armor with its fists.

Hit: 10d6+20 damage.

Steady Slam

Standard action

Tags: Impact

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The adamantine golem makes a +13 melee strike vs. Armor with its fists. If the adamantine golem gets a glancing blow, it deals full damage instead of half damage.

Hit: 4d6+20 damage.

Elite Cleanse

Triggered

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At the end of each round, roll 1d10. On an 8 or 9, the adamantine golem can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.

Voidstar Golem

Level 20 Warrior – Elite

Medium animate

HP 840 IP 279

Defenses Armor 20 Brawn 24 Fort 24 Ref 18

Immune Compulsion, Emotion, Earth

Impervious Electricity

Vulnerable Acid

Movement 30 ft.; Burrow (average)

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Attributes 13, 2, 10, —, 6, —

Alignment Lawful neutral

Accuracy +14; Brawling +17

Power 25; 22 ✨

Traits Construct Mindless Nonliving Soulless

Voidstar Golem Abilities

Crushing Gravity: All other creatures move at half speed while within a Medium (30 ft.) radius emanation of the voidstar golem. This does not affect creatures who are moving in a straight line directly towards the voidstar golem. This is a Earth effect.

Denser Than Steel: The voidstar golem can use its burrow ability to pass through solid metal and stone without reducing its speed.

Earthquake

Elite action

Tags: Earth

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The earth shakes in a Large (60 ft.) radius zone from the voidstar golem’s location. The voidstar golem makes a +14 attack vs. Reflex and Brawn against everything in the area that is grounded. During its next action, this effect repeats in the same area.

Hit: 11d6 damage, and the target falls prone (half speed, -2 Armor and Ref).

Miss: Half damage.

Gravity Well

Elite action

Tags: Earth, Sustain (attuneable, minor)

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The voidstar golem creates an area of intense gravity in a Medium (30 ft.) radius zone within Medium (60 ft.) range. When it uses this ability, and during each of the voidstar golem’s subsequent actions, it makes a +14 attack vs. Brawn against all enemies in the area.

Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref).

Mighty Earthspike

Elite action

Tags: Earth, Manifestation

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The voidstar golem makes a +14 attack vs. Armor and Reflex against one creature in Short (30 ft.) range.

Hit: 27d6 damage.

Swallowed by Earth

Elite action

Tags: Earth

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The voidstar golem makes a +14 attack vs. Reflex and Brawn against all Large or smaller grounded enemies in a Small (15 ft.) radius in Short (30 ft.) range.

Hit: 12d6 damage, and the target is briefly slowed (-10 speed, -2 Armor and Ref).

Injury: If the target was already slowed by this ability, it is also swallowed by the earth as a condition. While it is swallowed by the earth, it does not have line of sight or line of effect to any creature other than itself. During each of the voidstar golem’s subsequent actions, it takes 12d6 damage as the earth grinds it into paste.

The target can remove this condition by making a difficulty value 12 Strength check as a standard action. If the earth or stone it is swallowed by is destroyed or otherwise rendered unable to contain the creature, this ability is dismissed. When this effect ends, the target reappears in the closest unoccupied space to where it was swallowed by the earth. Some effects such as teleportation can also remove the target from the fissure, which also ends the condition.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage.

Boneshatter

Standard action

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The voidstar golem makes a +14 melee strike vs. Armor with its fists.

Hit: 12d6+12 damage.

Injury: If the attack result hits the target’s Fortitude defense, it immediately takes the damage from the strike again.

Chokeslam

Standard action

Tags: Brawling

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The voidstar golem makes a +17 attack vs. Brawn against one creature it touches.

Hit: 13d10 damage, and the target falls prone (half speed, -2 Armor and Ref).

Injury: The target is briefly unable to stand.

Fists

Standard action

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The voidstar golem makes a +14 melee strike vs. Armor with its fists.

Hit: 12d6+37 damage.

Elite Cleanse

Triggered

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At the end of each round, roll 1d10. On an 8 or 9, the voidstar golem can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.

Griffon

Level 5 Skirmisher – Elite

Large mortal

PIC

HP 72 IP 36

Defenses Armor 11 Brawn 11 Fort 9 Ment 9 Ref 10

Movement 50 ft.; Fly (average, 60 ft. limit) Jump 35 Jump +10

Senses Low-light Vision Awareness +7

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Attributes 5, 5, 2, -5, 2, 2

Alignment Neutral

Accuracy +3; Brawling +5

Power 9; 6 ✨

Traits Beast Quadrupedal

Griffon Lore

Nature DV 7: Griffons are powerful, majestic creatures with characteristics of both lions and eagles. A pair of broad, golden wings emerge from the creatures back that can span 25 feet or more. In battle, they pounce on their foes like a lion.

Nature DV 12: From nose to tail, an adult griffon can measure as much as 8 feet. Griffons cannot speak, but they understand Common.

Griffon Abilities

Bloodletting Claws

Elite action

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The griffon makes a +3 melee strike vs. Armor with its claws.

Hit: 2d4+4 damage.

Injury: If the target is not wearing metal body armor, it bleeds. A bleeding creature takes the same damage from the strike again during its next action.

Eagle Eye

Elite action

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The griffon makes a +3 attack vs. Reflex against against one non-adjacent creature within Distant (120 ft.) range.

Hit: The target becomes marked as a condition. If the griffon loses sight of the target for a full round, this effect ends. The griffon gains a +2 bonus to accuracy and defenses against all targets that it has marked in this way.

Bite

Standard action

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The griffon makes a +4 melee strike vs. Armor with its bite.

Hit: 1d8+9 damage.

Rushdown

Standard action

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The griffon can move up to its speed, then it makes a +1 melee strike vs. Armor with its bite.

Hit: 2d8+9 damage.

Elite Cleanse

Triggered

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At the end of each round, roll 1d10. On an 8 or 9, the griffon can remove one condition. On a 10, it can instead remove two different conditions. Conditions applied during the current round cannot be removed in this way.