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Gold Defender Garrison

This creature did not include a description.

Recall Knowledge - Construct (Arcana, Crafting): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Gold Defender GarrisonCreature 13

Legacy Content

Rare N Gargantuan Construct Mindless Troop 
Source Pathfinder #172: Secrets of the Temple City pg. 50
Perception +9; darkvision
Skills Athletics +17
Str +7, Dex +2, Con +6, Int -5, Wis +0, Cha -5
AC 16; Fort +13, Ref +9, Will +9
HP 240; Thresholds 160 (12 squares), 80 (8 squares); Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine and bludgeoning); Weaknesses area damage 15, bludgeoning 10, splash damage 8
Death Throes As the garrison's numbers dwindle, gold defenders melt away into worthless slag. Every time that the garrison is reduced to a threshold, it leaves behind a 10-foot radius cloud of fumes and a 10-foot radius puddle of molten metal. Creatures that breathe fumes are exposed to gold defender poison. Creatures that move through the puddle take 10d6 fire damage. The fumes dissipate after 1 round and the puddle completely evaporates after 1 minute.Golem Antimagic harmed by cold (2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by acidTroop Defenses
Speed 20 feet; troop movement
Form Up [one-action] Golden Strike [one-action] to [three-actions] Frequency once per round; Effect The garrison makes a melee attack against each enemy within 5 feet (DC 17 basic Reflex save). The damage depends on the number of actions.
[one-action] 2d8+2 bludgeoning damage
[two-actions] 3d8+12 bludgeoning damage
[three-actions] 4d8+15 bludgeoning damage
Gold Defender Poison (poison) Any drained value from this poison is reduced by 1 every hour; Saving Throw DC 20 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round).Light Reflection [two-actions] (primal, evocation) Requirements The gold defender is not in darkness; Effect The gold defender reshapes its skin into a reflective surface that magnifies ambient light into a precise beam that burns all creatures in a 30-foot cone, dealing 14d6 fire damage (DC 18 Reflex save if the gold defender is in dim light, DC 20 Reflex save if it's in bright light). It can't use Light Reflection again for 1d4 rounds. When the garrison is reduced to 8 or fewer squares, this area decreases to a 15-foot cone.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and catches fire, taking 1d6 persistent fire damage.
Critical Failure As failure, but the persistent fire damage is 5d6.
Troop Movement Whenever the garrison Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop.