Immune to crits by slashing weapons. When it fails an attack, gains ADV-2 on its next attack.
Spells targeting the golem cost 2 extra Mana.
Immune to charmed or frightened conditions.
- •Psi-Empowered Slam.
(Reach 2) 3d12+10 bludgeoning, on hit Knockback 4 in any direction.
- •Mindstone Slide (1 use).
Teleport 8 to a visible space, then 3d12 psychic to all at Reach 2. Recharges when BLOODIED and LAST STAND.
- •Psionic Barb.
1d12+5 psychic (Range 8), cannot be Defended. On hit: the creature is Dazed until the end of its next turn.
At 100 HP, the Golem becomes a SPHERE. It can't use Heavy Slam, but attacks against it have DIS. After 4 hero turns, it uses its turn to move 6 in a straight line towards the nearest enemy, dealing 3d12+20 and making them Prone; then the SPHERE mode ends. That move goes through and destroys non-magical barriers.
The Golem is dying! 90 extra damage and it dies. Attacks gain a permanent ADV, it is now immune to Tier-1 and lower spells, and the SPHERE mode begins again.
[The GM should telegraph the fact that the Golem is focused on the closest target once in Sphere mode.]
Made for Monster Monday Week 39 : Imitation.