Guillotine Golem
Level 18Attacks
Abilities
Harmed by acid (9d10 untyped, 3d8 untyped from areas or persistent damage); healed by electricity (area 3d8 healing HP); slowed by fire
Casting Cleanse Affliction on the golem deactivates its Breath Weapon for 1 minute.
Magical rusting effects, like a rust monster's antennae, affect the guillotine golem normally.
The guillotine golem emits poisonous gas in a 10-foot area centered on the corner of one of the golem's squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds.
If the guillotine golem critically hits a creature with its blade Strike, the creature must succeed at a DC 40 fortitude save or be decapitated, dying instantly unless it can survive without a head.
Any drained value from this poison is reduced by 1 every hour.
Saving Throw DC 40 fortitude
Maximum Duration 4 rounds
Stage 1 3d6 poison and Drained 1 (1 round)
Stage 2 5d6 poison and Drained 2 (1 round)
Stage 3 10d6 poison and Drained 3 (1 round).
The guillotine 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 44 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's blade Strike.