Adamantine Golem

columns: 2
forcecolumns: true
layout: Path2eBlock
statblock: true
source: "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 feet
 
ac: 42
armorclass:
  - 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."

Encounter

name: Adamantine Golem
creatures:
  - 1: Adamantine Golem