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Lazurite-Infused Stone GolemCreature 12


RareNLargeConstructGolemMindless
Source Pathfinder #148: Fires of the Haunted City
Perception +22
Languages none
Skills Athletics +28
Str +8, Dex -1, Con +5, Int -5, Wis +0, Cha -5

AC 33; Fort +25; Reflex +19; Will +20;
HP 195
Speed 20 feet
Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 10

Fist One Action +26 (+21, +16) to hit (magical, reach 10) 2d6 Negative + 2d10+11 Bludgeoning

Golem Antimagic

harmed by cold and positive (5d10 damage, 2d8 damage from areas or persistent damage); healed by negative (area 2d8 Hit Points); slowed by earth


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. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

Necrotic Field (aura, divine, necromancy)

30 feet Aura


Positive energy effects within the golem's necrotic field deal only half their normal damage. Additionally, all undead within its aura deal an additional 1d6 negative damage with their natural attacks.

Effect: Necrotic Field

Vulnerable to Stone to Flesh

A Stone to Flesh spell negates the golem's antimagic and its resistance to physical damage for 1 round. A Flesh to Stone spell reverses this effect immediately.

Inexorable March One Action

The golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can bar the way by succeeding at a DC 36 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it takes damage equal to that dealt by the golem's fist Strike

Necrotic Affliction Reaction (necromancy)

Trigger The golem hits a slowed creature.


Effect The creature must succeed at a DC 34 fortitude save or become Drained 1 (or Drained 2 on a critical failure) as the golem's lazurite leeches vital energies and causes wounds to rot.

Necrotic Pulse One Action (arcane, concentrate, disease, necromancy, negative)

Each creature in a 10-foot emanation must succeed at a DC 32 fortitude save or take 1d6 Persistent Necrotic Damage and be Slowed 1 for 1 minute as their flesh and bones temporarily atrophy.

The golem can't use Necrotic Pulse again for 1d4 rounds.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.