Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Circumstance: The gold defender is not in darkness;
Variant iron golem
Ability
Death Throes
When the gold defender is destroyed, it melts into worthless slag. As it melts, it releases a 10-foot radius 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.
Ability
Gold Defender Poison
(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).
Ability
Golem Antimagic
harmed by cold (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by acid
Ability
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.
Ability
Light Reflection
Circumstance: The gold defender is not in darkness;
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 cone, 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 1d4 rounds. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and catches fire, taking 1d6 persistent fire damage. Critical Failure As failure, but the persistent fire damage is 5d6.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
fist +28 [+23/+18] (magical, reach 10 feet), Damage 3d10+12 bludgeoning
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
fire
healing
magic
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 15 (except adamantine)