Rysky |
STONE GOLEM
50% boost in HP, Resistance is the same.
Harmed: Cold and Water
Healed: Acid
Slowed: Earth
Vulnerable: stone to flesh turns off it's magic immunities AND Resistance for 1 Round. flesh to stone fixes this.
Also has an Inexorable March, which is even worse due to its Slowing Pulse ability. For 1 Action every creature within the Stone Golem's Aura has to make a Will Save or suffer the slow spell. It can only use this every 1d4 Rounds thankfully, didn't like fighting these in Dark Souls 1, don't like em now (yes I know they had it in other editions but the connection just now hit me lol).
And to make things even worse-er (cause of course they would) they have Impose Paralysis as a Reaction, which does exactly what it says it does if it hits a Slowed target.
*For the above I actually love this overhaul and how all its abilities work together, the "worse" comments is just in reference to how gnarly this thing is.
**No really, fighting those stone guardians in Darkroot garden suuuuuuuuuuuucked.
CorvusMask |
2 people marked this as a favorite. |
So since I never said why I actually love new version of hydra, its simple:
There is now a reason and need to cut their heads :D In PF1 only reason you would have done so is 1) mythology reference 2) just because bestiary says you can do so. It was just better to kill it by hacking it normally, while in PF2 you need to do it whether you do it after knocking it out or before.