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Alchemical Golem (Slithering)Creature 9


UncommonNLargeAlchemicalConstructGolemMindless
Source Pathfinder Adventure: The Slithering
Perception +15 (darkvision)
Languages none
Skills Athletics +22
Str +6, Dex +4, Con +3, Int -5, Wis +0, Cha -5

AC 27; Fort +20; Reflex +19; Will +15;
HP 150
Speed 25 feet
Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 12

Syringe One Action +22 (+17, +12) to hit (magical, reach 10) 2d10+6 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Alchemical Chambers

An alchemical golem's body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following:

1d6 Alchemical Effect
1

Acid Damage

2 Cold Damage
3 Electricity Damage
4 Fire Damage
5 Poison Damage
6 Sickness: DC 26 fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Rupture

When an alchemical golem takes physical damage from a critical hit or is affected by a Shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation.

Roll on the alchemical chambers list to determine which one shatters-on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic reflex). On a roll of 6, creatures must instead save against the sickness effect.

1d6 Alchemical Effect
1

10d6 acid damage DC 28 basic reflex

2 10d6 cold damage DC 28 basic reflex
3 10d6 electricity damage DC 28 basic reflex
4 10d6 fire damage DC 28 basic reflex
5 10d6 poison damage DC 28 basic reflex
6 Sickness: DC 26 fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Explode

When the alchemical golem is reduced to 0 Hit Points, it explodes and deals damage from its alchemical rupture ability in a 10-foot emanation. If a critical hit reduced the golem to 0 Hit Points, creatures in the area treat their saving throws against the rupture effects as one degree worse.

Golem Antimagic

harmed by sonic (5d8 damage, 2d6 damage from areas or persistent damage; healed by acid (area 2d4 Hit Points); slowed by cold


A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.

Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.

Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's Slowed 1 for that round.

Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.

Vulnerable to Shatter

Casting a Shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture.

Alchemical Injection

When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).

1d6 Alchemical Effect
1

2d6 acid damage

2 2d6 cold damage
3 2d6 electricity damage
4 2d6 fire damage
5 2d6 poison damage
6 Sickness: DC 26 fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Generate Bomb One Action (manipulate)

The golem fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike.

Determine the type of bomb created by rolling 1d6 on the alchemical chambers list.

On a roll of 1-4, it creates the corresponding greater alchemical bomb: an Acid Flask from chamber 1, a Frost Vial from chamber 2, Bottled Lightning from chamber 3, or Alchemist's Fire from chamber 4.

On a roll of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash damage with no other effects.

On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.

1d6 Alchemical Effect
1

Acid Flask: 1 acid damage, 3d6 persistent acid damagePersistent Acid Damage and 3 acid splash damage

2 Frost Vial: 3d6 cold damage, 3 cold splash damage and -10-foot status penalty to Speeds until end of targets next turn Effect: Frost Vial (Greater)
3 Bottled Lightning: 3d6 electricity damage, 3 electricity splash damage and Flat-Footed until start of targets next turn
4 Alchemist's Fire: 3d8 fire damage, 3 persistent fire damagePersistent Fire Damage and 3 fire splash damage
5 Poisonous Bomb: 3d10 poison damage and 3 poison splash damage
6 Sickness: DC 26 fortitude save or Sickened 1 (Sickened 2 on a critical failure)

This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own.


Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure positive energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.

Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts-so-called "golem manuals"-are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.

Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Alchemical

Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.