Golem, Mithral
Created from a massive quantity of the purest mithral, this golem is a thing of shining beauty. Unlike most golems, mithral golems are extremely agile, capable of moving at great speed and striking swiftly.
- HP
- 172 (24d10+40)
- AC
- 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 natural, -2 size)
- Speed
- 50 ft.
- Init
- +7
- Melee
- 2 slams +33 (4d10+11)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +24
- CMB
- +37
- CMD
- 55
- Fort
- +8
- Ref
- +15
- Will
- +8
- DR
- 15/adamantine
- Defensive Abilities
- evasion
Fluid Form — A mithral golem's body can take on a form like liquid silver as a swift action. While in this form, the mithral golem's reach increases to 30 feet and its DR becomes 15/bludgeoning and adamantine. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.
Quickness — A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>
<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>
- Type
- Construct
- Alignment
- N
- Size
- Huge
- Environment
- any
- Organization
- solitary or gang (2-4)
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +0
- Source
- Bestiary 2
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Run (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Spring Attack (Feat)House/Core — covered by the site's Section 15.
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