Quantium Golem
Level 20Attacks
Abilities
Each Quantium golem automatically knows the Hit Points, conditions, afflictions, and location of the other.
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Harmed by sonic (9d10 untyped, 3d10 untyped from areas or persistent damage); healed by fire (area 3d10 healing HP); slowed by cold 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 reduced to 0 HP, the Quantium golem is destroyed; however, it magically reforms 24 hours later at full HP and free of all conditions and afflictions unless its twin golem is also destroyed.
Casting a Banishment spell on a Quantium golem disrupts its connection to the Crux of Nex. If targeted by such a spell, the golem is Enfeebled 1 and Slowed 1 for 1d4 rounds.
The Quantium golem's eyes take on a brilliant glow and it unleashes an arc of destruction dealing 10d6 fire damage to creatures in a 120-foot line (DC 42 reflex). The Quantium golem can't use Lambent Beam for 1d4 rounds.
The Quantium golems were created by Nex as a matched set: one of crimson and one of emerald, each a unique entity. The crimson golem is imbued with blazing fire and crackling lightning; its eye beam and Lambent Beam abilities deal fire and electricity damage. The emerald golem is charged with caustic power and flame; its eye beam and Lambent Beam abilities deal acid and fire damage.
Description
The long war between Nex and Geb spawned many animate weapons, but while a citizen of Quantium might run screaming from any product of the fleshforges, they barely bat an eyelash at the ground-shaking stomp of the two titanic, deadly constructs that stride outside their city walls. Crafted by the wizard-king Nex ages ago after a devastating attack by Geb's undead forces, including the harrowing benthic reaver, the Quantium golems are meant to protect the capital in case of Nex's absence. These twin golems ceaselessly keep vigil over the city, ready to cut down any invaders that menace Quantium.
Twenty feet tall and crafted from a supernaturally smooth material, the two guardians are a matched set, one of crimson and one of emerald. Wielding swords the size of giants, the guardians relentlessly destroy anything that threatens the city, particularly any undead that might invade the country from Geb. With the mythic Crux of Nex as a power supply, the golems are inexhaustible and nearly indestructible.