Legacy. These stats use the original (pre-Remaster) Pathfinder Second Edition rules from Pathfinder Bestiary (Second Edition).
The Adamantine Golem is a Level 18 creature, with Armor Class 42 and 255 hit points. An adamantine golem is an indestructible juggernaut crafted from rare skymetal that serves as the ultimate guardian for high-level vaults.
Hit Points: 255 (repair mode) 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 disjunction and dispel magic. 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. 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 (1 action). 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 45 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 (1 action) (manipulate). The golem repairs itself, regaining 30 Hit Points. Vent (1 action) (fire). The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic Reflex). The golem can't use Vent again for 1d6 rounds.
255 hit points.
Level 18.
AC 42.
Speed 30 ft.
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