Melee jaws +14 ( magical), Damage 2d10+4 piercing plus filth fever It’s unaffected on a critical success, slowed 1 for 1d4 rounds on a success, and on a failure is immobilized and slowed for 1d4 rounds. The golem attempts a DC 19 Fortitude save. Vulnerable to Gentle Repose Casting a gentle repose spell on a carrion golem causes it to grow stiff. A creature that succeeds at its save is temporarily immune for 1 minute. While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become sickened 1 (plus slowed 1 for as long as it’s sickened on a critical failure). Golem Antimagic harmed by fire (4d6, 1d8 from areas or persistent damage) healed by electricity (area 1d6 HP) slowed by cold HP 60 Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine or slashing) Uncommon N Medium Construct Golem Mindless
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