Approach to the Ossuary
IRON AUTOMATON CREATURE 5
[UNCOMMON] [MEDIUM] [CONSTRUCT] [GOLEM] [MINDLESS]
A smaller, less refined cousin of the massive iron golem, forged to guard ancient vault thresholds and ironclad sanctuaries.
Perception +11; darkvision
Languages none
Skills Athletics +15
Str +5, Dex -1, Con +3, Int -5, Wis +0, Cha -5
AC 23; Fort +15, Ref +9, Will +8
HP 75; Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 5 (except adamantine)
Golem Antimagic
Harmed by acid (2d6, 1d6 from areas and persistent damage); healed by fire (area 1d8 HP); slowed 1 for 1 round by electricity.
Vulnerable to Rust
Magical rusting effects or rust monster attacks affect the automaton normally, bypassing its immunities.
Speed 20 feet
Melee ◆ Iron Fist +15 (magical), Damage 2d8+7 bludgeoning.
Toxic Vent ◆◆ (arcane, poison)
The automaton exhales a cloud of noxious metallic fumes in a 15-foot cone. All creatures in the area take 4d6 poison damage (DC 21 Fortitude save for half damage). The automaton cannot use Toxic Vent again for 1d4 rounds.
Inexorable March ◆
The automaton Strides up to its Speed, pushing back each creature whose space it enters. A creature can bar the way by succeeding at a DC 22 Fortitude save. On a failure, the creature is pushed 5 feet and takes damage as if hit by the automaton's Iron Fist.