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Pulping GolemCreature 14


UncommonNLargeConstructGolemMindless
Source Pathfinder #161: Belly of the Black Whale
Perception +21 (darkvision)
Languages none
Skills Athletics +30
Str +8, Dex -1, Con +4, Int -5, Wis +0, Cha -5

AC 34; Fort +26; Reflex +21; Will +22;
HP 230
Speed 20 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 15

Fist One Action +30 (+25, +20) to hit (magical, reach 10) 3d10+12+2 Bludgeoning

Golem Antimagic

harmed by acid (6d10+4, 2d8+4 from areas and persistent damage); healed by fire (area 2d8+4 HP); 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. 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 Neutralize Poison

Casting Neutralize Poison on the golem deactivates its Breath Weapon for 1 minute.

Vulnerable to Rust

Magical rusting effects, like a rust monster's antennae, affect the iron golem normally.

Breath Weapon Two Actions (arcane, evocation, fire)

The pulping golem spills its cauldron stomach to the floor, dealing 9d12 fire damage to creatures within 10 feet (DC 33 basic reflex save).

It can't use Breath Weapon again for 1d4 rounds.

Extend Legs One Action

The pulping golem extends its legs up to a height of 40 feet, raising its body high into the air. While its legs are extended, its movement speed is halved, and it takes a -2 penalty to its Fortitude save DC against Shove and Trip attempts.

Inexorable March One Action

The iron 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 attempt to bar the way by succeeding at a DC 39 fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's fist.

Iron Golem Poison (poison)

Any Drained value from this poison is reduced by 1 every hour.

Saving Throw DC 35 fortitude

Maximum Duration 4 rounds

Stage 1 2d6+4 poison and Drained 1 (1 round)

Stage 2 4d6+4 poison and Drained 2 (1 round)

Stage 3 8d6+4 poison and Drained 3 (1 round).


Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents.


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.