Pulping Golem

Level 14
Creature· constructUncommonLargeLegacy
AC 36
HP 230
Speed 20 ft.
Fort +28
Ref +23
Will +24
Perc +23
Size Large
Uncommon
Immunities fire, magic
Resistances physical 15 (except adamantine)
Senses darkvision
Skills athletics +32
Recall Knowledge arcana DC 34

Attacks

Melee Fist +30/+25/+20(magical, reach 10 ft., unarmed)
Damage: 3d10+14 bludgeoning

Abilities

Golem Antimagicdefensive

Harmed by acid ((6d10+4) untyped, (2d8+4) untyped from areas and persistent damage); healed by fire (area (2d8+4) 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.

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 iron golem normally.

Breath Weapon◆◆offensive(arcane, fire)

The pulping golem spills its cauldron stomach to the floor, dealing 9d12 fire damage to creatures within 10 feet (DC 33 reflex save). It can't use Breath Weapon again for 1d4 rounds.

Extend Legsoffensive

The pulping golem extends its legs up to a height of 40 feet, raising its body high into the air. While its legs are extended, its movement speed is halved, and it takes a -2 penalty to its Fortitude save DC against Shove and Trip attempts.

Inexorable Marchoffensive

The iron 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 39 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's fist.

Iron Golem Poisonoffensive(poison)

Any Drained value from this poison is reduced by 1 every hour. Saving Throw DC 35 fortitude Maximum Duration 4 rounds Stage 1 (2d6+4) poison damage and Drained 1 (1 round) Stage 2 (4d6+4) poison damage and Drained 2 (1 round) Stage 3 (8d6+4) poison damage and Drained 3 (1 round)

Description

Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents.