Gold Defender

Level 13
Creature· constructRareHugeLegacy
AC
34
HP
190
Speed
20 ft.
Perception
+21
Fort
+26
Ref
+21
Will
+22
Immunities fire
Resistances physical 15
Senses darkvision
Skills athletics +30
Recall Knowledge DC 36 (arcana)

Attacks

Melee Fist +28 (magical, reach, reach 10 ft., unarmed), Damage 3d10+12 bludgeoning

Abilities

Death Throes

When the gold defender is destroyed, it melts into worthless slag. As it melts, it releases a 10-foot area cloud of fumes and a 10-foot radius puddle of molten metal. Creatures that breathe fumes are exposed to gold defender poison. Creatures that move through the puddle take 10d6 fire damage. The fumes dissipate after 1 round and the puddle cools after 1 minute.

Golem Antimagic

Harmed by cold (6d10 untyped, 2d8 untyped from areas or persistent damage); healed by fire (area 2d8 healing HP); slowed by acid


Malleable Shape

The gold defender's body is made from soft gold, which is particularly pliable. If the gold defender is critically hit with an attack that deals bludgeoning damage, the attack partially bends and reshapes the gold defender. The gold defender becomes Clumsy 2 until it spends an Interact action to bend itself back into shape.

Vulnerable to Telekinetic Haul

Casting Telekinetic Haul on the gold defender squeezes its form, compressing it into a smaller and much more awkward shape. The gold defender becomes Clumsy 3 and can't use Light Reflection. The gold defender must take a 1-minute activity, which has the manipulate trait, to restore its shape, removing the clumsy condition and restoring its Light Reflection.

Gold Defender Poison

Any Drained value from this poison is reduced by 1 every hour

Saving Throw DC 33 fortitude

Maximum Duration 4 rounds

Stage 1 2d6 poison and Drained 1 (1 round)

Stage 2 4d6 poison and Drained 2 (1 round)

Stage 3 8d6 poison and Drained 3 (1 round).

Inexorable March

The gold defender 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 attempt to bar the way by succeeding at a DC 37 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the defender's fist Strike.

Light Reflection◆◆

Requirements The gold defender is not in darkness


Effect The gold defender reshapes its skin into a reflective surface that magnifies ambient light into a precise beam that burns all creatures in a 30-foot area, dealing 14d6 fire damage (DC 31 reflex save if the gold defender is in dim light, DC 33 reflex save if it's in bright light). It can't use Light Reflection again for .


Critical Success The creature takes no damage.

Success The creatu