RunkrunkCreature 10
Source Pathfinder #153: Life's Long Shadows
Perception +16 (darkvision)
Languages Common, Dwarven, (can't Speak Any Language)
Skills Athletics +24, Nature +16
Str +6, Dex -1, Con +6, Int -2, Wis +0, Cha -5
AC 29; Fort +23; Reflex +16; Will +17;
HP 175
Speed 20 feet
Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 10
Fist +24 (+19, +14) to hit (magical, reach 10) 2d10+12 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.
AwakenedRunkrunk has an Intelligence modifier of -2, a Nature skill of +16, and knows Common and Dwarven (but can't speak any language).
BerserkA severely damaged clay golem has a chance of going berserk. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.
Golem Antimagic- Harmed By cold and water (5d10 damage, 2d6 damage from areas or persistent damage)
- Healed By acid (area 2d6 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.
- 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.
Frequency Once per day.
Trigger The clay golem's turn begins. It can't trigger this free action on the first turn of combat.
Effect The clay golem becomes Quickened for 1 minute.
Vulnerable to DisintegrateA Disintegrate spell affects the golem but deals half the normal amount of damage and causes the golem to become Slowed 2 for 1 round.
Berserk SlamRequirements The golem is berserk.
Effect The clay golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals an additional 1d8 bludgeoning damage and knocks the target Prone.
Cursed Wound (curse, divine, necromancy)A creature hit by the clay golem's fist must succeed at a DC 29 fortitude save or be cursed until healed to its maximum HP. The cursed creature can't regain HP except via magic, and anyone Casting a Spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem's counteract level is equal to its creature level.
Traditionally, clay golems are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay golems have the power to lay curses upon their victims as punishment for intrusion, leading many to believe that these oft-ancient constructs have a touch of the divine to them. While this idea has little basis in reality, superstitious folk still tread lightly around statues that resemble clay golems even in the slightest.
The animating force within a clay golem is unusually unstable, making the golem prone to entering a berserk frenzy when damaged. Entire treasuries have been totally ruined as a result of a rampaging clay golem, so crafters do well to make sure their golems are maintained and in good working order-or otherwise place them on the other side of the door from the treasures they wish to protect.
Traits
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.
ConstructA 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.
MindlessA 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.