Guillotine Golem

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

Attacks

Melee Blade +36 (magical, reach, reach 10 ft.), Damage 3d12+15 slashing plus decapitation

Abilities

Golem Antimagic

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


Vulnerable to Neutralize Poison

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

Vulnerable to Rust

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

Breath Weapon◆◆

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.

Decapitation

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 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 March

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.