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Quantium Golem (Acid)Creature 20


Rareโ€‹Nโ€‹Gargantuanโ€‹Constructโ€‹Mindlessโ€‹Golemโ€‹
Source Pathfinder Lost Omens: Impossible Lands
Perception +36 ( darkvision, defenderโ€™s link, lifesense 120 feet)
Languages none
Skills Athletics +38
Str +10, Dex +8, Con +7, Int -5, Wis +8, Cha -5

AC 47; Fort +35; Reflex +32; Will +32;
HP 325
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 20

Bastard Sword One Action +39 (+34, +29) to hit (magical, two hand d12) 3d8+18 Slashing
Eye Beam One Action +36 (+31, +26) to hit (magical, range 120) 4d8 Acid + 4d8 Fire

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.

Defender's Link

Each Quantium golem automatically knows the Hit Points, conditions, afflictions, and location of the other.

Lifesense 120 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Golem Antimagic

harmed by sonic (9d10 damage, 3d10 damage from areas or persistent damage); healed by fire (area 3d10 Hit Points); 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. 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.

Paired Reconstruction

When reduced to 0 HP, the Quantium golem is destroyed; however, it magically reforms 24 hours later at full HP and free of all conditions and afflictions unless its twin golem is also destroyed.

Vulnerable to Banishment

Casting a Banishment spell on a Quantium golem disrupts its connection to the Crux of Nex. If targeted by such a spell, the golem is Enfeebled 1 and Slowed 1 for 1d4 rounds.

Lambent Beam Two Actions (arcane, evocation)

The Quantium golem's eyes take on a brilliant glow and it unleashes an arc of destruction dealing 10d6 fire damage and 10d6 acid damage to creatures in a 120-foot line (DC 42 basic reflex). The Quantium golem can't use Lambent Beam for 1d4 rounds.

Twin Defenders

The Quantium golems were created by Nex as a matched set: one of crimson and one of emerald, each a unique entity. The crimson golem is imbued with blazing fire and crackling lightning; its eye beam and Lambent Beam abilities deal fire and electricity damage. The emerald golem is charged with caustic power and flame; its eye beam and Lambent Beam abilities deal acid and fire damage.


The long war between Nex and Geb spawned many animate weapons, but while a citizen of Quantium might run screaming from any product of the fleshforges, they barely bat an eyelash at the ground-shaking stomp of the two titanic, deadly constructs that stride outside their city walls. Crafted by the wizard-king Nex ages ago after a devastating attack by Geb's undead forces, including the harrowing benthic reaver, the Quantium golems are meant to protect the capital in case of Nex's absence. These twin golems ceaselessly keep vigil over the city, ready to cut down any invaders that menace Quantium.

Twenty feet tall and crafted from a supernaturally smooth material, the two guardians are a matched set, one of crimson and one of emerald. Wielding swords the size of giants, the guardians relentlessly destroy anything that threatens the city, particularly any undead that might invade the country from Geb. With the mythic Crux of Nex as a power supply, the golems are inexhaustible and nearly indestructible.


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.