Actions/Abilities/Traits: (OSR)
Special
|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire
damage. You are immune to your own breath weapon.
Special
|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire
An ice golem's body generates intense cold, dealing 2d4 cold damage with its touch.
Special
|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire
Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.
Special
|BReath Weapon|Cold|Icy Destruction|Vulnerability to|Fire
When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 2d8 slashing damage and cold damage; a Breath save halves the damage.
Action
1
1-8
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(arcane, cold, evocation) The ice golem exhales a blast of freezing mist that deals 6d6 cold damage in a 30-foot cone (DC 22 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Creeping Cold
(arcane, cold, evocation) When the ice golem gets a critical hit with a fist Strike, the target also takes 2d6 persistent cold damage and is slowed 1 for 1 round.
Ability
Golem Antimagic
harmed by fire (4d6, 1d10 from areas or persistent damage); healed by cold (area 1d6 HP); slowed by water
Ability
Icy Demise
(arcane, cold, evocation) When an ice golem is destroyed, its body explodes in a blast of frigid air and razor-sharp ice, dealing 2d6 slashing damage and 2d6 cold damage to creatures in a 20-foot emanation, with a DC 19 basic Reflex save.
Ability
Vulnerable to Endure Elements
An ice golem can be targeted with endure elements even if it's not willing. If it is targeted, for 1 round it can't use Breath Weapon or benefit from creeping cold, and its fist attack doesn't deal cold damage.
Offense
Melee
Circumstance: combat round (melee)
fist +15 [+10/+5] (magical, versatile P), Damage 2d6+7 bludgeoning plus 1d6 cold
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Golem
Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
bleed
death effects
disease
doomed
drained
electricity
fatigued
healing
magic (see Golem Antimagic below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 5 (except adamantine and bludgeoning)