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Dilapidated Alchemical GolemCreature 3


UncommonNLargeAlchemicalConstructGolem
Source Pathfinder Society Quest #6: Archaeology In Aspenthar
Perception +6 (darkvision)
Languages none
Skills Athletics +7
Str +4, Dex +0, Con +2, Int -5, Wis +0, Cha -5

AC 19; Fort +11; Reflex +7; Will +6;
HP 48
Speed 25 feet
Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 4

Syringe One Action +14 (+9, +4) to hit (magical, reach 10) 1d8+4 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 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 altered alchemical chambers list to determine which one shatters, and any creatures hit are affected as listed (DC 16 reflex).

1d6 Alchemical Effect
1-2 DC 15 fortitude or Enfeebled 1 (Enfeebled 2 on a critical failure)
3-4 DC 15 fortitude or Sickened 1 (Sickened 2 on a critical failure)
5-6 DC 15 fortitude or Slowed for 1 round (slowed for 2 rounds on a critical failure)
Altered Alchemical Chambers

The dilapidated alchemical golem's chemicals have changed after a long period of inactivity. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):

1d6 Alchemical Effect
1-2 DC 15 fortitude or Enfeebled 1 (Enfeebled 2 on a critical failure)
3-4 DC 15 fortitude or Sickened 1 (Sickened 2 on a critical failure)
5-6 DC 15 fortitude or Slowed for 1 round (slowed for 2 rounds on a critical failure)
Golem Antimagic

harmed by sonic (1d8 damage, 1d6 damage from areas or persistent damage; 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.

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 exposes the creature to the effect rolled.

1d6 Alchemical Effect
1-2 DC 15 fortitude or Enfeebled 1 (Enfeebled 2 on a critical failure)
3-4 DC 15 fortitude or Sickened 1 (Sickened 2 on a critical failure)
5-6 DC 15 fortitude or Slowed for 1 round (slowed for 2 rounds 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.