Upheaval

Mithral Golem

CR 16, N Huge Construct

Senses: Perception 0, Darkvision 60, Low Light Vision

Speed: 50 ft.  Skills: None

Languages: None

Ability Scores: Str 33 (+29), Dex 24 (+15), Con --, Int --, Wis 11 (+8), Cha 1 (+3)

INIT: +7  CP: +24  HP: 172 (24d10+40)  SA: --  DC: 29

AC: 31  Touch: 15  Flat-footed: 24 [+7 Dodge, +16 Natural, -2 Size]

SR: --  Vulnerable: --  Resistant: Slashing 15, Piercing 15  Bypass: Adamantine

Immunity: Poison, Psychic  Effect Immunity: Magic, Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Necromancy Effects, Paralysis, Ability Damage, Nonlethal damage, Sleep, Stun, Suffocation, Starvation, Magic

QUALITIES

Mobility (ex) - All attacks of opportunity made against the Mithral Golem are done at disadvantage.

Quickness (su) - A Mithral Golem is supernaturally quick. It can take an extra move action during its turn each round.

Construct Traits (ex) - Constructs cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. A construct cannot be raised or resurrected.

Heartstone (ex) - A mithral golem's body can take on a form like liquid silver as a bonus action. While in this form, the mithral golem's reach increases to 30 feet. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.

Immunity to Magic (ex) - A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.

A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.

A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).

Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (no save) and lose the use of its fluid form ability for 24 hours.

ACTIONS
Attacks

Fleet (Full Round)(ex) - When using a full-round action to move double its speed, the Mithral Golem can also use its bonus action to run its movement in feet again.

DESCRIPTION

Environment: any

Organization: None

Treasure: none

Made of polished silvery metal, this immense humanoid construct moves with shocking grace and speed.