Guillotine Golem

Level 18
Creature· constructRareMediumLegacy
AC 42
HP 270
Speed 20 ft.
Fort +33
Ref +28
Will +29
Perc +28
Size Medium
Rare
Immunities fire
Resistances physical 20 (except adamantine)
Senses darkvision
Skills athletics +38
Recall Knowledge arcana DC 43

Attacks

Melee Blade +36/+31/+26(magical, reach, reach 10 ft.)
Damage: 3d12+15 slashing
Effect: decapitation

Abilities

Golem Antimagicdefensive

Harmed by acid (9d10 untyped, 3d8 untyped from areas or persistent damage); healed by electricity (area 3d8 healing HP); slowed by fire 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 Poisondefensive

Casting Cleanse Affliction on the golem deactivates its Breath Weapon for 1 minute.

Vulnerable to Rustdefensive

Magical rusting effects, like a rust monster's antennae, affect the guillotine golem normally.

Breath Weapon◆◆offensive(occult, poison)

The guillotine golem emits poisonous gas in a 10-foot burst 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.

Decapitationoffensive

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.

Guillotine Golem Poisonoffensive(poison)

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).

Inexorable Marchoffensive

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.