Golem, Cannon
A cannon golem's internal workings are a mechanical labyrinth; its extradimensional pockets constantly process new black powder. A cannon golem stands 12 feet tall.
- HP
- 140 (20d10+30)
- AC
- 31, touch 16, flat-footed 24 (+7 Dex, +15 natural, -1 size)
- Speed
- 30 ft.
- Init
- +7
- Melee
- 2 slams +29 (2d10+10)
- Ranged
- cannon +26/+21 (6d6+7/19-20/×4)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +20
- CMB
- +31
- CMD
- 48
- Fort
- +6
- Ref
- +13
- Will
- +8
- DR
- 15/adamantine
Cannon — The golem's cannon has a range increment of 100 feet and deals 6d6 points of bludgeoning and piercing damage on a hit with a ×4 critical modifier. The cannon's magazine can hold up to 20 cannonballs at a time—reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon.
Alloyed — A cannon golem's slam and cannon attacks count as adamantine, cold iron, and silver for the purpose of overcoming damage reduction.
Blasting Critical — When a cannon golem confirms a critical hit with a slam attack, it can make one cannon attack against that target as a free action (as long as the cannon is loaded).
Gun Training — A cannon golem adds its Dex modifier to the damage dealt by its cannon.
- Type
- Construct
- Alignment
- N
- Size
- Large
- Environment
- any land
- Organization
- solitary or pair
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +2
- Source
- Bestiary 3
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