Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Dazzling Brilliance
(evocation, light, visual) The glass golem creates waves of scintillating luminosity that cast bright light in a 60-foot emanation (and dim light for the next 60 feet). The light lasts until the start of the glass golem's next turn, after which the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within the bright light or that enters the bright light must attempt a DC 23 Will save. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round and then dazzled for an additional 4 rounds.
Ability
Golem Antimagic
harmed by sonic (6d6, 2d6 from areas or persistent damage); healed by fire (area 2d6 HP); slowed by cold
Ability
Spell Reflection [Reaction]
Circumstance: Trigger: The glass golem is targeted by a spell;
The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster.
Ability
Vulnerable to Shatter
A glass golem is affected by the shatter spell as though the golem were an unattended object.
Offense
Melee
Circumstance: combat round (melee)
bladed limb +20 [+16/+12] (agile, magical, versatile P), Damage 2d6+8 slashing plus 1d6 bleed
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
fatigued
healing
magic (see Golem Antimagic below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 10 (except adamantine or bludgeoning)