Description
Sword Golem CR 12 - D&D 3.5/Pathfinder
XP 25,600
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision;
Perception +0
Defense
AC 28, touch 8, flat-footed 28 (–1 Dex, +20 natural, –1 size)
hp 129 (18d10+30)
Fort +6, Ref +5, Will +6
DR 15/adamantine; Immune construct traits, magic
Offense
Speed 20 ft.
Melee 2 slashes +28 (2d10+15/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks powerful blows
Statistics
Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 39
Ecolo gy
Environment any
Organization solitary or gang (2–4)
Treasure 1d4-2 normal weapons
Special Abilities
Immunity to Magic (Ex) A sword golem is immune
to spells or spell-like abilities that allow spell
resistance. Certain spells and effects function
differently against it, as noted below.
• A magical attack that deals electricity damage
slows a sword golem (as the slow spell) for 3
rounds, with no saving throw.
• A magical attack that deals fire damage breaks any slow
effect on the golem and heals 1 point of damage for each
3 points of damage the attack would otherwise deal. If
the amount of healing would cause the golem to exceed
its full normal hit points, it gains any excess as temporary
hit points. A sword golem gets no saving throw against
fire effects.
• A sword golem is affected normally by rust attacks, such
as those of a rust monster or a rusting grasp spell.
Powerful Blows (Ex) A sword golem inflicts one and a half
times its Strength modifier and threatens a critical hit on a
19–20 with its slash attacks.
Sharp Body (Ex) Any creature attacking a sword golem
With an unarmed or natural weapon attack receives slashing
damage equal to its own Dexterity modifier.