Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Evasion
When the mithral golem rolls a success on a Reflex save, it gets a critical success instead.
Ability
Golem Antimagic
harmed by cold and water (8d10, 2d10 from areas and persistent damage); healed by transmutation (area 2d10 HP); slowed by electricity
Ability
Liquefy
The mithral golem becomes fully liquid and amorphous. It gains immunity to precision damage, but it takes double damage from cold and water magic (see golem antimagic). The only actions it can use while Liquefied are move actions, Spike Storm, and spike Strikes. It can resume its normal form by taking this action again.
Ability
Spike Storm
The mithral golem makes a spike Strike against each target within its reach. These attacks count toward the mithral golem's multiple attack penalty, but its multiple attack penalty doesn't increase until after all the attacks.
Ability
Swift Steps
A mithral golem is permanently quickened, and it can use the extra action only to Step or Stride.
Ability
Vulnerable to Slow
A mithral golem is not healed by a slow spell, and such spells affect them normally. A haste spell reverses the effects of a slow spell immediately.
Offense
Melee
Circumstance: combat round (melee)
fist +31 [+27/+23] (agile, magical, reach 15 feet), Damage 3d12+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
death effects
disease
doomed
drained
fatigued
healing
magic (see below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 15 (except adamantine)