Dyzallin's Golem
Level 18Attacks
Abilities
The adamantine golem has been built to resemble a bulky drow elf in full plate armor. It is Large in size and its fist Strike has a reach of 10 feet.
Harmed by acid (9d10 untyped, 2d10 untyped from areas or persistent damage); healed by fire (area 2d10 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.
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.
The golem can be targeted by Disjunction and Dispel Magic. If targeted by such a spell of 9th rank 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.
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.
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.
The golem repairs itself, regaining 30 healing Hit Points.
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.
Description
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.