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Obsidian GolemCreature 16


UncommonNLargeConstructGolemMindless
Source Pathfinder #155: Lord of the Black Sands
Perception +28 (darkvision)
Languages none
Skills Athletics +33
Str +9, Dex +6, Con +5, Int -5, Wis +0, Cha -5

AC 40; Fort +29; Reflex +24; Will +26;
HP 230
Speed 25 feet (fly 25 feet)
Immunities doomed, drained, fatigued, paralyzed, sickened, unconscious, bleed, fire, mental, poison, death effects, disease, healing, magic, necromancy, nonlethal attacks
Resistances Physical 15

Fist One Action +33 (+28, +23) to hit (deadly d10, magical, reach 10, versatile s) 4d10+15 Piercing
Wing One Action +31 (+27, +23) to hit (agile, deadly d10, magical, reach 10, versatile s) 3d10+15 Piercing
Obsidian Sliver One Action +32 (+27, +22) to hit (deadly d8, magical, range increment 30, versatile s) 4d8+15 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.

Assimilate Lava

An obsidian golem that submerges itself in lava or magma takes no damage from it, and for as long as it remains submerged, it becomes Slowed 2 and gains Fast Healing 15.

Golem Antimagic

harmed by sonic (8d10, 2d10 from area or persistent damage); healed by cold (area 2d10 HP); slowed by fire


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.

Vulnerable to Shatter

Casting a Shatter spell on an obsidian golem affects the golem normally, but also causes jagged chunks of obsidian to flake off its body. The squares on which the golem was standing (or the squares below it, if it was flying) become difficult terrain.

Fling Shards One Action

The obsidian golem slings razor-sharp shards of itself in a 15-foot cone.

Creatures in the area take 4d8+9 slashing damage (DC 37 basic reflex).

Shred Armor

An obsidian golem's body is so sharp that it tears through armor like a knife through butter. Whenever the golem scores a critical hit with a fist Strike against a creature wearing non-adamantine armor, the creature's armor becomes Broken.


The art of golem animation is not limited to societies with access to expensive crafting materials or a long history of arcane mastery. Among the resource-poor xulgaths who dwell in the Darklands, especially those hardy clutches that call the Black Desert their home, obsidian is one of the most common crafting materials available. Combine this ingredient with a powerful spellcaster and the xulgath tradition of inflection-magically warping and working normally inflexible stone-and the end result is an obsidian golem.


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.

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.