columns: 2forcecolumns: truelayout: Path2eBlockstatblock: truesource: "B1"name: "Adamantine Golem"level: "Creature 18"rare_03: "Rare"alignment: "N"size: "Huge"trait_04: "Construct"trait_05: "Golem"trait_06: "Mindless"perception: - name: "Perception" desc: "Perception +26; __darkvision__;"skills: - name: "Skills" desc: "__Athletics__: +38 (1d20+38); "abilityMods: [9, -1, 9, -5, 0, -5]abilities_mid: - name: "Golem Antimagic" desc: " harmed by acid (1 (9d10), 1 (2d10) from areas or [[persistent damage|persistent damage]]); healed by fire (area 1 (2d10) HP); [[slowed|slowed]] by electricity." - name: "Repair Mode" desc: " When the adamantine golem is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it is [[slowed|slowed 1]], can't take reactions, and can take only the Self-[[Repair]] action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains [[slowed|slowed 1]] and can't take any reactions until the start of its next turn. If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it while it's already at 0 HP, then the golem is destroyed." - name: "Vulnerable to Dispelling" desc: " The golem can be targeted by disjunction and dispel magic. If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is [[slowed|slowed 1]] (or [[slowed|slowed 2]] if in repair mode) for 1 (1d4) rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed."abilities_bot: - name: "Destructive Strike" desc: " On a critical hit, the adamantine golem's fist [[Strike]] breaks the target's armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead." - name: "Inexorable March" desc: "⬻ The adamantine golem [[Stride|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 try to bar the way by attempting a DC 45 Fortitude save.\n__Critical Success__ The creature takes no damage and its armor takes no damage.\n__Success__ The golem halts its movement and cannot enter the creature's square.\n__Failure__ The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem's fist." - name: "Self-Repair" desc: "⬻ ([[manipulate]]); The golem repairs itself, regaining 30 Hit Points." - name: "Vent" desc: "⬻ ([[fire]]); The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 1 (15d6) fire damage to all creatures in the cone (DC 40 basic Reflex). The golem can't use Vent again for 1 (1d6) rounds."speed: 30 feetac: 42armorclass: - name: AC desc: "42; __Fort__: +33 (1d20+33); __Ref__: +27 (1d20+27); __Will__: +29 (1d20+29);"health: - name: HP desc: "255; repair mode; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; __Resistances__ physical 20 (except vorpal adamantine)"attacks: - name: Melee desc: "⬻ fist +35 ([[deadly|deadly 3d12]], [[magical]], [[reach|reach 15 feet]]); __Damage__ 1 (3d10+17) bludgeoning plus destructive strike"sourcebook: "_Bestiary_, page 189."