Carrion GolemCreature 4
Source Pathfinder Bestiary 2
Perception +6 (darkvision)
Languages none
Skills Athletics +14
Str +4, Dex -2, Con +3, Int -5, Wis +0, Cha -5
AC 19; Fort +13; Reflex +8; Will +10;
HP 60
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 5
Jaws +14 (+9, +4) to hit (magical) 2d10+4 Piercing
Claw +14 (+10, +6) to hit (agile, magical) 2d6+4 Slashing
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.
Golem Antimagicharmed by fire (4d6, 1d8 from areas or persistent damage); healed by electricity (area 1d6 HP); 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 βcold and waterβ), 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.
Stench (aura, olfactory, disease)40 feet.
A creature entering the aura or starting its turn in the aura must succeed at a DC 19 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Vulnerable to Gentle ReposeCasting a Gentle Repose spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 fortitude save. It's unaffected on a critical success, Slowed 1 for 1d4 rounds on a success, and on a failure is Immobilized and slowed for 1d4 rounds.
Filth Fever (disease)The Sickened and Unconscious conditions from filth fever can't end or be reduced until the disease is cured.
Saving Throw DC 19 fortitude
Stage 1 carrier with no ill effect (1d4 hours)
Stage 2 Sickened 1 (1 day)
Stage 3 Sickened 1 and Slowed 1 as long as it remains sickened (1 day)
Stage 4 unconscious (1 day)
Stage 5 dead
Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, carrion golems only rarely are given a humanoid form, instead appearing more twisted and bestial in frame. As a result, some students of golem crafting claim that the carrion golem isn't a "true golem," but regardless of those claims these foul constructs certainly share other golem-like traits, including their significant immunities. What is true is that most who craft carrion golems don't do so out of true interest in the technique of golem crafting, but for the golem's ability to spread disease. The crafters of carrion golems send their mindless minions to cause immediate destruction and leave wakes of illness and death behind them.
Traits
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.
ConstructA 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.
MindlessA 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.