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Solar Glass GolemCreature 11


RareMediumConstructGolemMindless
Source Pathfinder #184: The Ghouls Hunger
Perception +17 (darkvision)
Languages none
Skills Acrobatics +20, Athletics +22, Stealth +18
Str +7, Dex +5, Con +7, Int -5, Wis +0, Cha -5

AC 31; Fort +20; Reflex +20; Will +17;
HP 195
Speed 25 feet
Immunities magic
Resistances Physical 10

Stained Glass Frame One Action +24 (+20, +16) to hit (agile, magical, versatile p) 2d6+13 Slashing + 1d6 Bleed

Golem Antimagic

Harmed by sonic (8d6 untyped, 2d6 untyped from areas or persistent damage); healed by fire (area 2d6 healing HP); slowed by cold


A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

Spell Reflection Reaction (arcane)

Trigger The glass golem is targeted by a spell


Effect 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 counteract the spell, the effect is turned back on the caster.

Vulnerable to Shatter

A glass golem is affected by the Shatter spell as though the golem were an unattended object.

Solar Flare Two Actions (light)

The glass golem holds up its stained-glass frame and angles it downward, causing the image of the sun in the artwork to flash brightly, illuminating a 30-foot cone. This blast of light deals 8d6 fire damage to creatures in the area, plus 4d6 vitality4d6 additional vitality damage to undead creatures. Each creature in the area must attempt a DC 30 reflex save. If this solar flare overlaps an area of magical darkness, it attempts to counteract the darkness effect (+22 counteract check).


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Dazzled for 1 minute.

Critical Failure The creature takes full damage and is Blinded permanently.


Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass golems most often protect grand cathedrals or opulent palaces-testaments to the wealth and power of those they serve, or once served. Once spurred into action by the commands of their creators, glass golems are quicker and more agile than most other golems. Their sharp, blade-like limbs can easily sever veins and arteries, creating wounds that bleed profusely.

Of all the various types of golems, the glass golem is the one most akin to a work of art. Just as powerful aristocrats might use an ice golem for temperature regulation or a wood golem as an ego-boosting statue, a glass golem's colorful glass construction can elevate the beauty of any chamber by its mere presence.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, 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.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.