18.17 Golems
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 |
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Accuracy +3; Brawling +5 | Power 7; 2 ✨ |
Equipment Pick
Traits Construct Mindless Nonliving Soulless
Mining Golem Abilities
| Ground Slam | Standard action |
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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.
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 |
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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.
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 |
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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.
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 |
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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.
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 |
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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.