Being a magical construct, fashioned of pure mythril. Though mythril’s strength in proportion to its weight surpasses any other metal, many layers of such were used in the construction of this golem, sacrificing lightness for sheer durability. Machines of war, the destructive power of these golems is greatly feared on the battlefield.
Mythril Golem (CR 16)
N Huge Construct
Init -1; Senses Darkvision 60 ft., low-light vision; Perception +6
AC 31, touch 7; flat-footed 31 (-1 dex, +24 natural, -2 size)
hp 172 (24d10+40); fast healing 5;
Fort +8, Ref +7, Will +14
DR 20/adamantine; Immune construct traits; Resist Fire 20, Earth 20, Water 20, Ice 20; SR 28;
During Combat The mythril golem will attack the closest target to it unless they’re far away it will use Rock Throw. The golem will haste itself after the first round of combat to deal as much damage as possible. It will use Rock Throw or Lava Blast for running away targets. If it’s getting overwhelm the golem will either use Shockwave to knock it’s targets back or Earthquake to deal massive damage.
Speed 30 ft.
Melee 2 Slams +34 (4d10+18/19-20 plus slow)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Weapon (50-ft. Cone, 12d6 lightning damage, Reflex DC 22 half, usable once every 1d4 rounds), Earthquake, Haste, Lava Blast, Powerful Blows, Rock Throw, Shockwave, Slow (DC 28 Fort save)
Str 34, Dex 9, Con -, Int -, Wis 22, Cha 1
Base Atk +24; CMB +37; CMD 47 (52 vs trip)
A mythril golem can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect (Reflex save DC 20 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).
After it has engaged in at least 1 round of combat, an mythril golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Lava Blast (Su)
3/day, a mythril golem shoots out a blast of lava from its forehead. The mythril golem must make a ranged touch attack to hit, and if the ray hits, it deals 16d6 points of fire damage and the target must make a Fortitude save (DC 23) or be inflicted with Burning and Entrangled status effects. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana or Technology DC 29).
Powerful Blows (Ex)
An mythril golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.
Rock Throw (Su)
Mythril golem throws a huge boulder and hurls it at a foe. Mythril golem makes a ranged touch attack roll against a target within 30 feet. If the attack hits, he deals 3d6+11 points of earth damage and the target must make a Fortitude save (DC 19) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 19).
A mythril golem can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 20) reduces damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).
Slam – injury; save Fort DC 28; frequency 1/round for 8 rounds; slow status effect; cure 1 save.
A mythril golem’s body is made of 3,000 pounds of mythril and other precious metals, worth a total of 50,000 gil.
CL 18th; Price 250,000 gil