Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Fossilization
(arcane, incapacitation, transmutation) The first time each round a creature takes damage from the fossil golem's jaws, the target must attempt a DC 32 Fortitude save. If it fails and has not already been slowed by this ability, it becomes slowed 1 for 1 minute. If the creature was already slowed by this ability, a failed save causes it to be petrified permanently.
Ability
Golem Antimagic
harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth
Ability
Reassemble
The fossil golem reorganizes its bones, increasing its reach to 25 feet and reducing its Speed to 15 feet. It can revert to its original form by taking this action again.
Ability
Vulnerable to Stone to Flesh
A stone to flesh spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately.
Offense
Melee
Circumstance: combat round (melee)
jaws +26 [+21/+16] (deadly 2d10, magical, reach 15 feet), Damage 3d10+13 piercing plus fossilization
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
acid
death effects
disease
doomed
drained
fatigued
healing
magic (see below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 10 (except adamantine or bludgeoning)