Perception +28; darkvision
Skills Athletics +40
Str +9, Dex –1, Con +9, Int –5, Wis +0, Cha –5
AC 44; Fort +35, Ref +29, Will +31
HP 275, repair mode; Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 20 (except vorpal adamantine)
Golem Antimagic harmed by acid (9d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by electricity
Repair Mode When the adamantine golem is at 0 HP, it isn’t destroyed. Instead, it enters repair mode, during which it is slowed 1, can’t take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can’t take any reactions until the start of its next turn. If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it while it’s already at 0 HP, then the golem is destroyed.
Vulnerable to Dispelling The golem can be targeted by
and . If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed.Speed 30 feet
Melee fist +37 (deadly 3d12, magical), Damage 3d10+19 bludgeoning plus destructive strike
Destructive Strike On a critical hit, the adamantine golem’s fist Strike breaks the target’s armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead.
Inexorable March The adamantine golem 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 try to bar the way by attempting a DC 47 Fortitude save.
Critical Success The creature takes no damage and its armor takes no damage.
Success The golem halts its movement and cannot enter the creature’s square.
Failure The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem’s fist.
Self-Repair (manipulate) The golem repairs itself, regaining 30 Hit Points.
Vent (fire) The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6+4 fire damage to all creatures in the cone (DC 42 basic Reflex). The golem can't use Vent again for 1d6 rounds.
Adamantine Golem
Crafted from a nigh-indestructible metal of great rarity, adamantine golems can’t be destroyed except by the most powerful foes. Crafting an adamantine golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane.