Mr. Snips

Level 14
Creature· constructUncommonLargeLegacy
AC
36
HP
210
Speed
20 ft.
Perception
+23
Fort
+28
Ref
+23
Will
+24
Immunities fire, magic
Resistances physical 15
Senses darkvision
Skills athletics +32
Recall Knowledge DC 34 (arcana)

Attacks

Melee Fist +30 (magical, reach 10 ft., unarmed), Damage 3d10+14 bludgeoning
Melee Scissors +30 (agile, magical, reach 10 ft.), Damage 3d10+14 slashing

Abilities

Golem Antimagic

Harmed by acid ((6d10+4)[untyped], (2d8+4)[untyped] from areas and persistent damage); healed by fire (area (2d8+4)[healing] HP); slowed by electricity


Vulnerable to Neutralize Poison

Casting Cleanse Affliction on the golem deactivates its Breath Weapon for 1 minute.

Vulnerable to Rust

Magical rusting effects, like a rust monster's antennae, affect the iron golem normally.

Breath Weapon◆◆

The iron golem exhales poisonous gas in a 10-foot area centered on the corner of one of the iron golem's squares.

The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem's poison.

The golem can't use its Breath Weapon again for .

Dismember

Whenever Mr. Snips rolls a critical hit with a scissors Strike, in addition to dealing extra damage, the golem has a chance to dismember its victim. The target must roll a DC 39 reflex save.


Success No additional effect.

Failure The target takes 2d10 bleed.

Critical Failure As failure, and one of the targets extremities is severed (the effects of this are up to the GM's discretion).

Inexorable March

The iron golem 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 39 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's fist.

Iron Golem Poison

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

Saving Throw DC 35 fortitude


Maximum Duration 4 rounds

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

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

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

Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents.