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Lignified Adamantine GolemCreature 17


RareNLargeConstructGolemMindless
Source Pathfinder #174: Shadows of the Ancients
Perception +26 (darkvision)
Languages none
Skills Athletics +36
Str +9, Dex -1, Con +9, Int -5, Wis +0, Cha -5

AC 40; Fort +31; Reflex +25; Will +27;
HP 255 (repair mode)
Speed 30 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 15

Staff One Action +33 (+28, +23) to hit (deadly 3d12, magical, reach 15) 3d10+15 Bludgeoning

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 Antimagic

harmed by acid (9d10 damage, 2d10 damage from areas or persistent damage); healed by plant (area 2d10 Hit Points); slowed by electricity


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.

Repair Mode

When the golem is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it is Slowed 1, can't take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can't take any reactions until the start of its next turn. If a critical hit with an adamantine weapon reduces the golem to 0 HP, or if such a weapon hits it while it's already at 0 HP, then the golem is destroyed.

Vulnerable to Dispelling and Shape Wood

The golem can be targeted by Disjunction, Dispel Magic, and Shape Wood. If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 10 and is Slowed 1 (or Slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed.

Destructive Strike

On a critical hit, the golem's staff Strike breaks the target's armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead.

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 try to bar the way by attempting a DC 43 fortitude save.


Critical Success The creature takes no damage and its armor takes no damage.

Success The golem halts its movement and cannot enter the creature's square.

Failure The resisting creature is damaged and its armor takes damage as if hit by the golem's staff.

Self-Repair One Action (manipulate)

The golem repairs itself, regaining 30 Hit Points.

Vent Splinters One Action (arcane, evocation, fire)

The golem vents a 30-foot cone of fiery splinters from its internal forge. This deals 13d6 piercing damage to all creatures in the cone (DC 38 basic reflex). Creatures who fail the save also take 2d6 Persistent fire Damage (4d6 Persistent fire Damage on a critical failure). The golem can't use Vent Splinters 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.