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ChalkyCreature 9


Uncommon​N​Large​Alchemical​Construct​Golem​Mindless​
Source Pathfinder #159: All or Nothing
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, magic, 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

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

Elixir of Life (Lesser)

2 Bomber's Eye Elixir (Lesser)
3 Bravo's Brew (Moderate)
4 Cat's Eye Elixir
5 Cheetah's Elixir (Moderate)
6 Juggernaut Mutagen (Greater)
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 - all creatures within a 5-foot emanation are affected by the elixir in the randomly rolled alchemical chamber, and these creatures may forego their Reflex saves against the effect if they wish.

Golem Antimagic

harmed by sonic (5d8, 2d6 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 β€œcold 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.


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.


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.