Wax Golem
This eerily expressionless woman has a glistening quality about her, as though she’s covered in an oily sheen.
A wax golem is an exact replica of a particular person, composed completely of wax. While skilled artists pride themselves on their ability to make wax sculptures look lifelike, builders of wax golems go one step further and actually bring their art to life. Though eerily silent and unblinking, well-built wax golems bear such striking similarity to the subjects they are modeled after that some golems begin to think they are in fact that person. A wax golem can be constructed to resemble any person or creature.
N Medium
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +1
cold, , magic
Weaknesses to fire
OFFENSE
Speed 30 ft.
Melee slam +6 (1d6+3)
STATISTICS
Str 14, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +4; +6; CMD 15
SQ conditional sentience
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Conditional Sentience (Su) A wax golem constructed to look like a humanoid (whether a particular individual or not) has a small chance of gaining sentience and genuinely believing it is a living creature. Each week, such a wax golem has a cumulative 1% chance of becoming sentient (on the second week the chance is 2%, the third week 3%, and so on), to a maximum of 5%. If it does attain sentience, the golem gains an Intelligence score of 10, retroactive skill points, feats dependent on its Hit Dice, and 1 class level with the potential to gain more. If it was crafted to resemble a specific individual, it also gains a +10 racial bonus on Disguise checks made to impersonate that individual. A sentient wax golem ventures into the world and tries to live a life similar to that of the person (or type of person) it resembles. However, if the sentient wax golem ever encounters the person it is modeled after, it attempts to stealthily kill that person and take her place. The only way for a sentient wax golem to lose its sentience is either to take an amount of fire damage equal to half its hit points (which melts its features away) or to be destroyed.
Immunity to Magic (Ex) A wax golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the fire descriptor. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals fire damage slows a wax golem (as the slow spell) for 2d6 rounds (no save). In addition, for 3 rounds after taking fire damage, every time a wax golem uses its slam attack, it deals an additional 1d4 points of fire damage due to its molten wax.
• A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wax golem gains no saving throw against cold effects.
Carrion Golem
A lurching mash-up of rotting flesh, jagged bone, and coarse hair, this humanoid monstrosity reeks of death and decay.
Carrion golems are made from the partially decayed parts of numerous dead creatures—no two carrion golems are exactly alike in appearance. Most are created from the corpses of humanoid creatures that are then augmented here and there with parts taken from animals, resulting in a monster that stands 6 feet tall and weighs 120 pounds.
N Medium
Init +1; Senses 10 ft., 60 ft., ; Perception +0
Aura foul (DC 12, 1 round)
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1
5/bludgeoning or slashing; , magic
OFFENSE
Speed 30 ft.
Melee 2 slams +7 (1d8+3 plus disease)
Special Attacks plague carrier
STATISTICS
Str 17, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; +7; CMD 18
ECOLOGY
Environment any land
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Foul Stench (Ex) This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.
to Magic (Ex) A carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• Gentle repose causes a carrion golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
• Animate dead causes the various parts of the golem’s body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
• Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save).
• Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.
Plague Carrier (Ex) When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease—most carrion golems inflict filth fever. The save DC is Constitution-based and includes a +2 racial bonus.
Filth Fever: Slam—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
Junk Golem
A walking rubbish heap, this roughly man-shaped creature seems to be barely holding itself together.
Junk golems are assembled from trash and spare parts, and often leave trails of garbage in their wakes.
N Medium
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 19, touch 9, flat-footed 19 (–1 Dex, +10 natural)
hp 42 (4d10+20); junk repair
Fort +1, Ref +0, Will +1
5/adamantine; , magic
OFFENSE
Speed 30 ft.
Melee 2 slam +8 (1d6+4 plus disease)
Special Attacks disease
STATISTICS
Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +4; +8; CMD 17
SQ discorporate
ECOLOGY
Environment any
Organization solitary or gang (2–6)
Treasure none
SPECIAL ABILITIES
Discorporate (Ex) A junk golem can break apart into its constituent pieces as a standard action, becoming a swarming mass of Tiny parts. It gains the , its space changes to 10 feet, and its reach changes to 0. In this form, it gains a swarm attack that deals 1d6 points of damage and inflicts disease, but loses its slam attacks. It can revert back to its normal form as a full-round action.
Disease (Ex) Tetanus: Slam—injury; save Fort DC 12; onset 1d6 days; frequency 1 day; effect 1d4 Dex damage. Each time someone takes Dexterity damage from tetanus, there’s a 50% chance his jaw muscles stiffen, preventing speech and the use of spells with verbal components for 24 hours; cure 2 consecutive saves. The save DC is Constitution-based.
Immunity to Magic (Ex) A junk golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a junk golem, as noted below.
• A shatter spell causes a junk golem to discorporate and dazes it for 1 round.
• A grease spell affects the junk golem as if it were haste for 1d6 rounds and ends any slow effect on it.
• An arcane lock or hold portal spell affects the junk golem as if it were a slow spell for 1d6 rounds and breaks any haste effect on it.
• A wood shape or rusting grasp spell deals 2d6 points of damage to a junk golem.
Junk Repair (Su) A junk golem has fast healing 2 when in an area with a high concentration of debris, such as a refuse heap or the area created by another junk golem’s discorporate ability.
Blood Golem
A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form.
A blood golem is an animate mass of living blood. It can creep about in liquid form like an ooze, or create a thick skin made up of coagulated blood that allows it to walk upright like a person.
N Medium
Init +4; Senses 60 ft., 60 ft., ; Perception +2
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 64 (8d10+20)
Fort +2, Ref +6, Will +4
Defensive Abilities ; 5/bludgeoning; , magic
Weaknesses to bleed
OFFENSE
Speed 10 ft.
Melee 2 slams +10 (2d6+2 plus bleed and )
Special Attacks (1d6), (1d2 Con), (2d6+2 plus bleed)
STATISTICS
Str 14, Dex 19, Con —, Int —, Wis 14, Cha 1
Base Atk +8; +10 (+14 grapple); CMD 24
SQ clotted skin,
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Blood Drain (Su) A blood golem heals 5 hit points each round it drains blood.
Clotted Skin (Ex) A blood golem can congeal its surface into a hard skin as a full-round action, allowing it to assume a vaguely humanoid form. With its skin, it gains DR 5/bludgeoning, natural armor +6, and speed 30, but loses its amorphous and compression abilities. It can liquefy this skin as a full-round action, losing its DR and natural armor, changing its speed to 10 feet, and regaining the amorphous and compression abilities. The golem normally maintains its congealed skin, liquefying itself only when it has to pass through obstacles that would hinder its solid form.
Immunity to Magic (Ex) A blood golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.
• Cure spells affect it as if it were a living creature, but only cure the minimum amount of damage.
• Spells and effects that specifically affect blood (such as boiling blood) affect it normally.
Vulnerable to Bleed (Ex) Bleed effects, blood drain, and attacks that target a creature’s blood affect a blood golem normally. The golem can spend a full-round action to harden its clotted outer shell to end a bleed effect.
Wood Golem
This human-sized automaton resembles a crude humanoid figure made of cast-off pieces of wood.
A wood golem is carved from rare woods, assembled into a roughly humanoid body with articulated limbs. Their creators usually leave their bodies almost unfinished, with individual pieces of lumber and unworked wood apparent and obvious as part of their construction. A wood golem stands 6-1/2 feet tall and weighs 400 pounds.
N Medium
Init +3; Senses 60 ft., ; Perception +0
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 64 (8d10+20)
Fort +2, Ref +5, Will +5
5/adamantine; , magic
Weaknesses to fire
OFFENSE
Speed 30 ft.
Melee 2 slams +12 (2d6+4)
Special Attacks splintering
STATISTICS
Str 18, Dex 17, Con — Int —, Wis 17, Cha 1
Base Atk +8; +12; CMD 25
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
• Warp wood or wood shape slows a wood golem (as the slow spell) for 2d6 rounds (no save).
• Repel wood drives the golem back 60 feet and deals 2d12 points of damage to it (no save).
• A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wood golem gets no saving throw against attacks that deal cold damage.
Splintering (Su) As a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing damage (Reflex DC 14 halves). The save DC is Constitution-based.
Flesh Golem
A hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life.
A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. Its cadaverous flesh has a sickly green or yellowish tint. A flesh golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. A flesh golem stands 8 feet tall and weighs 500 pounds. A flesh golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiffjointed gait, as if not in complete control of its body. Although most flesh golems are mindless, there are persistent rumors of unusual golems who somehow retain the memories of a previous life. The head (and thus brain) of such flesh golems must be just the right combination of fresh and (in its previous life) strong-willed, and even then luck and chance during the golem’s creation seem just as important in retaining the creature’s mind. Certainly most who construct flesh golems prefer mindless slaves over free-willed creations, and as a result intelligent flesh golems are rare indeed.
N Large
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
5/adamantine; , magic
OFFENSE
Speed 30 ft.
Melee 2 slams +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk
STATISTICS
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +9; +15; CMD 24
Languages none
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
• A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.
Bone Golem
This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew.
Bone golems are most often crafted as guardians of tombs— and sometimes formed from the very corpses they guard.
N Large
Init +6; Senses 60 ft., ; Perception +0
DEFENSE
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 90 (11d10+30)
Fort +3, Ref +5, Will +3
5/adamantine and bludgeoning; , magic
OFFENSE
Speed 30 ft.
Melee bite +14 (1d8+4), 2 slams +14 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks bone prison (ranged touch +12)
STATISTICS
Str 18, Dex 15, Con —, Int —, Wis 10, Cha 1
Base Atk +11; +16 (+20 disarm or grapple); CMD 28
Feats Improved Initiative
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Bone Prison (Ex) As a standard action, a bone golem can throw some of its bones at a creature within 30 feet—it must make a ranged touch attack to hit. These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.
Immunity to Magic (Ex) A bone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
• Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
• A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no saving throw against attacks that deal negative energy damage.
• A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.
Glass Golem
This jagged construct of glass has a human’s shape, save that one arm ends in a jagged hammer and another in a spike of glass.
A glass golem is a sizable guardian constructed by a powerful caster, usually in the shape of an armored humanoid. They are more common in desert lands where quartz-based sand is readily available, or in urban centers where glassblowing is commonplace. A typical glass golem is 10 feet tall and weighs 2,500 pounds.
Stained Glass Golems (+0 CR): Divine casters sometimes build glass golems that resemble the windowpanes commonly found in temples. Thin and agile, these colorful beings often act as spies, wielding powers of stealth that their other counterparts do not possess. A stained glass golem has a +8 racial bonus on Stealth checks.
N Large
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 21, touch 8, flat-footed 21 (–1 Dex, +13 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +3, Will +4
Defensive Abilities reflect spells; 5/adamantine; magic,
OFFENSE
Speed 30 ft.
Melee 2 slams +16 (2d8+5 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks (1d8), dazzling brightness
STATISTICS
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +12; +18; CMD 27
ECOLOGY
Environment any land
Organization solitary or gang (2–5)
Treasure none
SPECIAL ABILITIES
Dazzling Brightness (Ex) A glass golem in an area of bright light dazzles any creature within 30 feet that sees it for 1 round (Fortitude DC 16 negates). Once a creature makes its save against this ability, it is immune to that golem’s brightness for 24 hours. The DC is Constitution-based.
to Magic (Ex) A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a glass golem, as noted below.
• A shatter spell damages a glass golem as if it were a crystalline creature.
• A keen edge spell affects all of a glass golem’s slam attacks as if they were slashing weapons.
• A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw).
• A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A glass golem gets no saving throw against fire effects.
Reflect Spells (Ex) As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell.
Alchemical Golem
A rickety construction of glass tubing, metal, and wood convey the brain and two eyes af loat in this figure’s glass skull.
This golem is a walking alchemical nightmare, capable of inflicting all manner of painful wounds on its foes. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head, while its animating force is a curious combination of alchemy and elemental spirits bound into the fluids and metals of its body.
N Large
Init +4; Senses 60 ft., ; Perception +0
DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +8, Will +4
10/adamantine or bludgeoning; , magic
OFFENSE
Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus alchemy)
Ranged bomb +15 (8d6 energy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks alchemy, bombs, splash
STATISTICS
Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +12; +21; CMD 35
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Alchemy (Ex) When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can either deal 1d6 points of acid, cold, electricity, or fire damage, or cause the target to become sickened (Fortitude DC 16 negates) or entangled (Reflex DC 16 negates) for 1d4 rounds. These save DCs are Constitution-based.
Bombs (Ex) As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 8d6 points of acid, cold, electricity, or fire damage (determine type randomly). All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.
Immunity to Magic (Ex) An alchemical golem is immune to spells or spell-like abilities that allow spell resistance, save for spells with the sonic descriptor. Shatter damages an alchemical golem as if it were a crystalline creature.
Splash (Ex) Any strike on an alchemical golem with a non-reach melee weapon deals 1 point of acid, cold, electricity, or fire damage (determine type randomly) to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit.
Coral Golem
This tall creature appears to be made of wrinkled stone and coral, bits of plant life clinging to its creased body and clawlike hands.
Coral golems are constructs made entirely of colonies of living coral drawn from the ocean. While their sharpened appendages are capable of performing tasks that require meticulous precision, they are equally useful in martial combat. Wizards and sorcerers employ coral golems to collect delicate specimens of plant life from local beaches, spear and retrieve fish from the ocean for meals, and protect valuable locations such as their masters’ homes or veins of minerals and other potent resources. A coral golem is 9 feet tall and weighs 1,000 pounds.
N Large
Init +0; Senses 60 ft., ; Perception +0
DEFENSE
AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +4, Will +4
10/adamantine; , magic
OFFENSE
Speed 30 ft.
Melee 2 claws +18 (1d6+10/19–20 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks (1d6)
STATISTICS
Str 24, Dex 11, Con —, Int —, Wis 11, Cha 1
Base Atk +12; +20; CMD 30
Feats Improved Critical (claw)
SQ aquatic reconstruction, powerful blows (slam)
ECOLOGY
Environment warm oceans or coastlines
Organization solitary or gang (2–5)
Treasure none
SPECIAL ABILITIES
Aquatic Reconstruction (Ex) Whenever a coral golem is touching a body of saltwater of a size equal to or greater than its own size, it gains fast healing 5.
Immunity to Magic (Ex) A coral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• Any spell with the water descriptor heals a coral golem 1d6 points of damage per level of the caster (maximum 10d6).
• Transmute rock to mud slows a coral golem (as the slow spell) for 1d6 rounds (no save).
• Transmute mud to rock increases the golem’s bleed damage to 2d6 for 3 rounds.
• Soften earth and stone causes a coral golem to lose its damage reduction for 3 rounds.
Clay Golem
This lumbering figure is sculpted from soft clay. It wears filthy rags and crude jewelry, and its face is only vaguely humanoid.
A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It stands over 8 feet tall and weighs 600 pounds.
N Large
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +4
10/adamantine and bludgeoning; , magic
OFFENSE
Speed 20 ft.
Melee 2 slams +19 (2d10+7 plus cursed wound)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, haste
STATISTICS
Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +13; +21; CMD 30
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Cursed Wound (Ex) The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.
Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
• A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
• An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
• Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.
Lead Golem
Resembling an unearthed vein of dull gray minerals, this crude, hunchbacked humanoid figure uses its arms to support itself.
Lead golems are lurching, humanoid-shaped mounds of lead. A lead golem stands 11 feet tall when upright, and weighs 10,000 pounds.
N Large
Init –2; Senses 60 ft., ; Perception +0
DEFENSE
AC 26, touch 7, flat-footed 26 (–2 Dex, +19 natural, –1 size)
hp 107 (14d10+30)
Fort +4, Ref +2, Will +4
10/adamantine; acid, , electricity, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +21 (2d10+8)
Space 10 ft.; Reach 10 ft.
Special Attacks retributive miasma
STATISTICS
Str 26, Dex 7, Con —, Int —, Wis 11, Cha 1
Base Atk +14; +23; CMD 31 (39 vs. bull rush, reposition)
SQ divination screen, intractable density
ECOLOGY
Environment any
Organization solitary or curtain (2–4)
Treasure none
SPECIAL ABILITIES
Divination Screen (Ex) Divination spells cast within 60 feet of a lead golem automatically fail.
Immunity to Magic (Ex) A lead golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against a lead golem, as noted below.
• A magical attack that deals acid damage instead coats the lead golem, granting its slam attacks an additional 1d6 acid damage for the following 1d4 rounds.
• A gust of wind or neutralize poison spell directed at the lead golem dissipates any clouds created by the golem’s retributive miasma ability and prevents it from using that ability for 1d6 rounds.
Intractable Density (Ex) The weight and sturdiness of its form grants the lead golem a +8 racial bonus on CMD versus bull rush and reposition combat maneuvers.
Retributive Miasma (Ex) Any attack that overcomes the damage reduction of the lead golem causes fine lead particles to fill the air within a 5-foot radius of the lead golem. This cloud of lead persists for 1 round; any creatures within the area or that pass through the cloud are exposed to the cloud’s poisonous effects. Subsequent attacks damaging the golem increase the duration of the cloud by 1 round each.
Poison Cloud—inhaled; save Fort 16; frequency 1/round for 6 rounds; effect 1d3 Constitution and 1d3 Wisdom damage; cure 2 saves. The save DC is Constitution-based.
Crystal Golem
This burly humanoid figure is cut from blue crystal that shines with an inner light.
Crystal golems cannot speak, instead emitting a constant hum of psychic energy. A crystal golem is 10 feet tall and weighs 1,800 pounds.
N Large
Init +1; Senses 60 ft., , 60 ft.; Perception +3
DEFENSE
AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)
hp 112 (15d10+30)
Fort +5, Ref +6, Will +8
10/adamantine; , magic
OFFENSE
Speed 20 ft.
Melee 2 slams +21 (2d8+7)
Space 10 ft.; Reach 10 ft.
(CL 14th; concentration +17)
12 PE—explode head (5 PE, DC 18), mind thrust II (2 PE, DC 15)
(CL 14th; concentration +17)
Constant—ethereal fists
STATISTICS
Str 25, Dex 12, Con —, Int —, Wis 17, Cha 1
Base Atk +15; +23; CMD 34
SQ psychic amplification
ECOLOGY
Environment any
Organization solitary or expatiation (2–5)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) A crystal golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against the creature, as noted below.
• A shatter spell damages a crystal golem as if it were a crystalline creature, and slows it (as the slow spell) for 3 rounds (no saving throw).
• A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal.
• Any attempt at direct possession (such as the possession spell but not dominate monster) can affect a crystal golem. The golem does not resist these effects if they come from its creator or targets designated by its creator. Against all other attempts at intrusion, the golem receives a Will save at a +5 bonus.
Psychic Amplification (Su) Each time a creature within 30 feet of a crystal golem uses a psychic spell or spell-like ability, the caster can choose to gain the benefit of either the Enlarge Spell, Extend Spell, Intuitive Spell, or Logical Spell metamagic feat without requiring a full-round action to cast. Only one such feat can be applied to a given casting. A crystal golem can use the spell-like abilities from its psychic magic as a swift action, and all its spell-like ability save DCs are Wisdom-based.
Stone Golem
This towering stone automaton bears the likeness of an archaic, armored warrior. It moves with ponderous but inexorable steps.
A stone golem has a humanoid body made from stone, frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs. Its head is often carved to resemble a helmet or the head of some beast. While it may be sculpted to carry a stone shield or stone weapon such as a sword, these aesthetic choices do not affect its combat abilities. Like most golems, a stone golem cannot speak and makes no sound other than the grinding of stone against stone when it moves. A stone golem is 9 feet tall and weighs around 2,000 pounds.
N Large
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 107 (14d10+30)
Fort +4, Ref +3, Will +4
10/adamantine; , magic
OFFENSE
Speed 20 ft.
Melee 2 slams +22 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow
STATISTICS
Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; +24; CMD 33
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
• A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
Slow (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.
Clockwork Golem
A vaguely humanoid shape made of metal lurches to life with the grinding whir and frantic ticking of hundreds of gears.
Forged from thousands of gears, the clockwork golem is a precision creation. In combat, a clockwork golem is ruthlessly efficient, moving with swift conviction to grind and slice its foes to ribbons.
N Large
Init +1; Senses 60 ft., ; Perception +0
DEFENSE
AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)
hp 118 (16d10+30)
Fort +5, Ref +6, Will +5
10/adamantine; , magic
OFFENSE
Speed 30 ft.
Melee 2 slams +23 (2d10+8 plus )
Space 10 ft.; Reach 10 ft.
Special Attacks death burst, grind, wall of gears
STATISTICS
Str 27, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +16; +25 (+29 grapple); CMD 36
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Death Burst (Ex) When a clockwork golem is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot burst take 12d6 points of slashing damage—a DC 18 Reflex save results in half damage. The save DC is Constitution-based.
Grind (Ex) A clockwork golem deals an additional 2d10+12 points of slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe.
Immunity to Magic (Ex) A clockwork golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a clockwork golem, as noted below.
• A grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste.
• A rusting grasp spell deals damage to a clockwork golem normally, and makes the golem staggered for 1d6 rounds (no save).
Wall of Gears (Su) As a standard action, a clockwork golem can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 15d6 points of slashing damage. If the wall appears in a creature’s space, that creature can attempt a DC 18 Reflex save to leap to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a move action. A clockwork golem’s AC and immunities remain the same while it is in this form.
Fossil Golem
Fossilized bones make up the body of this animated construct, from its horned shoulders to its tyrannosaur-skulled hands.
A fossil golem is constructed of the stony bones of long-dead dinosaurs and other prehistoric creatures. These bones are generally not assembled with any attempt to accurately model the original creature—usually, the skulls of powerful predatory dinosaurs (such as tyrannosauruses) serve in the place of hands, granting the fossil golem a pair of devastating bite attacks. The magical energies that infuse a fossil golem create an additional peril—they transform fossilization into a terrible form of contagion that can affect any creature they damage. Fossil golems are often used to guard caverns and other natural fortifications. A fossil golem at rest might look to the untrained eye like nothing more than a strange display of bones. A fossil golem is 20 feet tall and weighs 8,000 pounds.
N Huge
Init +1; Senses 60 ft., ; Perception +0
DEFENSE
AC 26, touch 9, flat-footed 25 (+1 Dex, +17 natural, –2 size)
hp 122 (15d10+40)
Fort +5, Ref +6, Will +5
10/adamantine and bludgeoning; , magic
OFFENSE
Speed 30 ft.
Melee 2 bites +20 (6d6+7 plus petrification)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 25, Dex 13, Con —, Int —, Wis 10, Cha 1
Base Atk +15; +24; CMD 35
Feats Combat Reflexes
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Su) A fossil golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
• A transmute rock to mud spell slows a fossil golem (as the slow spell) for 2d6 rounds, with no saving throw.
• A stone to flesh spell negates its damage reduction and petrification ability for 1 round.
Petrification (Su) The attacks of a fossil golem gradually turn living flesh to stone. Each time the golem hits a target with one of its natural attacks, the target must make a DC 19 Fortitude save or take 1d6 points of Dexterity drain. A creature that is reduced to 0 Dexterity by this attack turns completely to stone, as if by a flesh to stone spell. Casting stone to flesh on the creature removes all Dexterity drain caused by this attack. The save DC is Constitution-based and includes a +2 racial bonus.
Obsidian Golem
This statue resembles a lean human cut from blackened glass stone. Numerous razor-sharp protuberances jut from its body.
Obsidian golems often are used as deterrence against tomb robbers. Most obsidian golems stand just under 9 feet tall and weigh approximately 2,200 pounds.
N Large
Init +0; Senses 60 ft., ; Perception +0
DEFENSE
AC 27, touch 9, flat-footed 27 (+18 natural, –1 size)
hp 123 (17d10+30)
Fort +5, Ref +5, Will +5
Defensive Abilities jagged body; 10/adamantine; , magic
OFFENSE
Speed 20 ft.
Melee 2 claws +25 (2d12+9 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks (2d6), obsidian spray
STATISTICS
Str 28, Dex 10, Con —, Int —, Wis 11, Cha 1
Base Atk +17; +27; CMD 37
SQ death throes
ECOLOGY
Environment any
Organization solitary or eruption (2–5)
Treasure none
SPECIAL ABILITIES
Death Throes (Ex) When an obsidian golem is reduced to 0 or fewer hit points, it explodes. All creatures within a 20-foot burst take 12d6 points of piercing and slashing damage and 2d6 points of bleed damage. A successful DC 18 Reflex save results in half damage and negates the bleed effect. The save DC is Constitution-based.
Immunity to Magic (Ex) An obsidian golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals fire damage sharpens the obsidian golem’s claws, increasing their critical threat range to 18–20 and increasing bleed damage to 3d6 for 1d4+1 rounds.
• A magical attack that deals cold damage cakes ice over the obsidian golem’s form, suppressing the bleed damage from its claw attacks and negating its jagged body ability for 1 round.
• A stone to flesh spell negates the golem’s damage reduction, jagged body, and immunity to magic for 1 full round.
Jagged Body (Ex) A creature that grapples an obsidian golem or that hits it with a natural attack or unarmed strike takes 2d6 points of bleed damage.
Obsidian Spray (Ex) As a swift action every 1d4+1 rounds, an obsidian golem can unleash a torrent of obsidian shards, filling a 30-foot cone. Creatures caught in this attack take 8d6 points of piercing and slashing damage and 2d6 points of bleed damage. A DC 18 Reflex save reduces this damage by half and negates the bleed effect. The save DC is Constitution-based.
Iron Golem
This iron automaton stands twice as tall as a normal human. Its heavy footfalls shake the ground with bone-jarring force.
An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort, from simple and utilitarian to ceremonial and ornate. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a weapon in one hand, though they rarely use these, relying instead on their slam attacks. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Although the practice has fallen out of favor in modern times, the ancients of certain powerful civilizations once took great pride in crafting iron golems of tremendous size and strength. These golems, which are never smaller than Huge, still exist in remote parts of the world, mindlessly following the orders of a long-dead empire.
N Large
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 28, touch 8, flat-footed 28 (–1 Dex, +20 natural, –1 size)
hp 129 (18d10+30)
Fort +6, Ref +5, Will +6
15/adamantine; , magic
OFFENSE
Speed 20 ft.
Melee 2 slams +28 (2d10+16/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks , powerful blows
STATISTICS
Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +18; +30; CMD 39
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Breath Weapon (Su) As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the golem uses this power.
Breath weapon—inhaled; save Fortitude DC 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.
Immunity to Magic (Ex) An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
• A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
• A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects.
• An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Powerful Blows (Ex) An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.
Brass Golem
This towering brass statue, built to resemble an evil horned humanoid, carries a gigantic curved sword in its metal fists.
Implacable automatons of elemental fire and extraplanar brass, brass golems stand sentinel over the palaces, treasuries, and harems of their creators. Brass golems are 24 feet tall and weigh 18,000 pounds.
N Huge
Init +0; Senses 60 ft., , see invisibility; Perception +1
DEFENSE
AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
hp 150 (20d10+40)
Fort +6, Ref +6, Will +7
15/adamantine; , fire, magic
OFFENSE
Speed 40 ft.
Melee brass falchion +29 (3d6+11/18–20 plus 2d6 fire), slam +29 (2d6+11 plus 2d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks (DC 20), (2d6 fire)
(CL 17th; concentration +12)
Constant—see invisibility
STATISTICS
Str 32, Dex 11, Con —, Int —, Wis 13, Cha 1
Base Atk +20; +33; CMD 43
SQ death throes, brass falchion
ECOLOGY
Environment any
Organization solitary or watch (2–4)
Treasure none
SPECIAL ABILITIES
Brass Falchion (Ex) A brass golem’s falchion deals damage as a Huge falchion, but is actually a primary natural attack, not a manufactured weapon, and cannot be disarmed.
Breath Weapon (Su) As a free action once every 1d4 rounds, a brass golem can expel a cloud of smoke and cinders that fills a 20-foot cube. This functions as an incendiary cloud that persists for 1d6 rounds, dealing 6d6 points of fire damage (Reflex DC 20 half). The save DC is Constitution-based.
Death Throes (Ex) A brass golem explodes when it is destroyed. All creatures within 30 feet of the golem take 12d8 points of fire damage (Reflex DC 20 half). The save DC is Constitution-based.
Immunity to Magic (Ex) A brass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.
• A magical attack that deals cold damage slows a brass golem (as per the slow spell) for 1d6 rounds, with no saving throw.
• A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A brass golem gets no save against fire effects.
Cannon Golem
This collection of jagged metal rears up into a humanoid form, its enormous cannon tracking movement with mechanical precision.
A cannon golem’s internal workings are a mechanical labyrinth; its extradimensional pockets constantly process new black powder. A cannon golem stands 12 feet tall.
N Large
Init +7; Senses 60 ft., ; Perception +2
DEFENSE
AC 31, touch 16, flat-footed 24 (+7 Dex, +15 natural, –1 size)
hp 140 (20d10+30)
Fort +6, Ref +13, Will +8
15/adamantine; , magic
OFFENSE
Speed 30 ft.
Melee 2 slams +29 (2d10+10)
Ranged cannon +26/+21 (6d6+7/19–20/×4)
Space 10 ft.; Reach 10 ft.
Special Attacks cannon
STATISTICS
Str 30, Dex 24, Con —, Int —, Wis 15, Cha 2
Base Atk +20; +31; CMD 48
Feats Improved Critical (cannon)
SQ alloyed, blasting critical, gun training
ECOLOGY
Environment any land
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Alloyed (Ex) A cannon golem’s slam and cannon attacks count as adamantine, cold iron, and silver for the purpose of overcoming damage reduction.
Blasting Critical (Ex) When a cannon golem confirms a critical hit with a slam attack, it can make one cannon attack against that target as a free action (as long as the cannon is loaded).
Cannon (Ex) The golem’s cannon has a range increment of 100 feet and deals 6d6 points of bludgeoning and piercing damage on a hit with a ×4 critical modifier. The cannon’s magazine can hold up to 20 cannonballs at a time—reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon.
Gun Training (Ex) A cannon golem adds its Dex modifier to the damage dealt by its cannon.
Immunity to Magic (Ex) A cannon golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
• Any spell with the water descriptor that affects a cannon golem renders its cannon unusable for 1 round (no save).
• A heat metal spell causes the golem’s cannon to instantly backfire, dealing 6d6 points of damage to the golem and staggering it for 1 round (no save).
Gold Golem
This golden statue stands proud, bearing a regal scepter in one hand. Its other arm is stretched out, ending in an upraised fist.
Gold golems are extravagant constructs, crafted at great expense at the command of the rich and powerful. They’re most often used to guard palaces and family vaults, but are rarely placed in areas that are hidden away from casual observation. Many of those who expend the funds to create a gold golem aren’t the type to hide the conspicuous display of their wealth from their visitors. A gold golem is humanoid in appearance, standing 10 feet tall and weighing 4,500 pounds.
N Large
Init +4; Senses 60 ft., ; Perception +0
DEFENSE
AC 30, touch 13, flat-footed 26 (+4 Dex, +17 natural, –1 size)
hp 156 (23d10+30)
Fort +7, Ref +11, Will +7
15/adamantine; , magic
OFFENSE
Speed 30 ft.
Melee 2 slams +34 (4d8+12 plus prismatic surge)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 34, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +23; +36; CMD 50
SQ death throes
ECOLOGY
Environment any
Organization solitary or procession (2–5)
Treasure none
SPECIAL ABILITIES
Death Throes (Ex) A gold golem melts into worthless slag when destroyed, releasing a 10-foot-radius cloud of fumes that deals 1d4 points of Constitution damage to all creatures within the area. A successful DC 21 Fortitude save negates this effect. This is a poison effect. The save DC is Constitution-based.
Immunity to Magic (Ex) A gold golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals fire damage reduces the golem’s DR to 5/adamantine but also hastens it for 1d6 rounds as per the spell haste, with no saving throw.
• A magical attack that deals cold damage slows a gold golem for 1d6 rounds as per the spell slow, with no saving throw.
Prismatic Surge (Su) As a swift action when it hits a foe with its slam attack, a gold golem unleashes a ray of prismatic energy from its bejeweled scepter. It can choose to automatically hit the foe it hit with its slam attack with this ray, or it can target another creature within 30 feet as a +26 ranged touch attack. Roll 1d6 for any creature struck by a ray, and consult the following table to determine the effects. The save DCs are Constitution-based.
1d6 | Beam Color | Effect |
---|---|---|
1 | Red | 20 points of fire damage (Reflex DC 21 half) |
2 | Orange | 40 points of acid damage (Reflex DC 21 half) |
3 | Yellow | 80 points of electricity damage (Reflex DC 21 half) |
4 | Green | Poisoned (as per poison—save Fortitude DC 21; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves) |
5 | Blue | Petrification (as per flesh to stone, Fort DC 21 negates) |
6 | Indigo | Insanity (as per insanity, Will DC 21 negates) |
Mithral Golem
Made of polished silvery metal, this immense humanoid construct moves with shocking grace and speed.
Created from a massive quantity of the purest mithral, this golem is a thing of shining beauty. Unlike most golems, mithral golems are extremely agile, capable of moving at great speed and striking swiftly.
N Huge
Init +7; Senses 60 ft., ; Perception +0
DEFENSE
AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 natural, –2 size)
hp 172 (24d10+40)
Fort +8, Ref +15, Will +8
15/adamantine, evasion; , magic
OFFENSE
Speed 50 ft.
Melee 2 slams +33 (4d10+11)
Space 15 ft.; Reach 15 ft.
Special Attacks fluid form, quickness
STATISTICS
Str 33, Dex 24, Con —, Int —, Wis 11, Cha 1
Base Atk +24; +37; CMD 55
Feats Dodge, Mobility, Run, Spring Attack
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Fluid Form (Ex) A mithral golem’s body can take on a form like liquid silver as a swift action. While in this form, the mithral golem’s reach increases to 30 feet and its DR becomes 15/bludgeoning and adamantine. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.
Immunity to Magic (Ex) A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.
• A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.
• A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).
• Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (no save) and lose the use of its fluid form ability for 24 hours.
Quickness (Ex) A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.
Viridium Golem
This green glass statue has four arms, one of which forms a jagged sword and another that ends in a formidable shield.
Viridium golems exemplify toxicity, as the substance that makes up their bodies is known for its lethality. A viridium golem stands 25 feet tall and weighs 20,000 pounds.
N Huge
Init +5; Senses 60 ft., ; Perception +0
DEFENSE
AC 33, touch 13, flat-footed 28 (+5 Dex, +20 natural, –2 size)
hp 222 (28d10+68)
Fort +9, Ref +14, Will +9
20/adamantine; , magic
OFFENSE
Speed 30 ft.
Melee sword +38 (4d6+12/19–20 plus bleed and disease), shield +38 (4d6+12/×3 plus disease and stun), 2 slams +38 (2d6+12 plus disease)
Space 15 ft.; Reach 15 ft.
Special Attacks (4d6)
STATISTICS
Str 35, Dex 20, Con —, Int —, Wis 11, Cha 1
Base Atk +28; +42; CMD 57
Feats Toughness
ECOLOGY
Environment any
Organization solitary or plague (2–4)
Treasure none
SPECIAL ABILITIES
Disease (Ex) Viridium Leprosy—injury; save Fortitude DC 24; onset immediate; frequency 1/day; effect 1d6 Cha damage and 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.
Immunity to Magic (Ex) A viridium golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function as noted below.
• A heal spell deals 5 points of damage per caster level to a viridium golem, to a maximum of 75 points of damage. This damage bypasses the golem’s damage reduction.
• A remove disease spell staggers a viridium golem for 1 round (no save).
Shield (Ex) A viridium golem’s shield is part of its body and does not provide a bonus to its AC; it functions as a primary natural attack that deals bludgeoning damage. A creature struck by the golem’s shield is exposed to the golem’s disease and must also attempt a DC 24 Fortitude save to avoid being stunned for 1 round. The save DC is Constitution-based.
Sword (Ex) A viridium golem’s sword functions as a primary natural attack that deals slashing damage and can cause both disease and deep, bleeding wounds.
Adamantine Golem
This huge construct of black metal is all spikes and armor, save for several forge-like stacks that burn atop its crown and back.
Made using one of the hardest and most precious substances, the adamantine golem is a deadly work of art. It can crush the life from foes that dare to get in its way and is nearly impossible to permanently destroy. The vast amount of adamantine required to build even one of these destructive golems is so significant that most worlds do not have enough resources, forcing the creator to travel to the Plane of Earth or remote Outer Planes simply to gather the raw materials needed to build the golem’s body.
N Huge
Init –1; Senses 60 ft., ; Perception +0
DEFENSE
AC 33, touch 7, flat-footed 33 (–1 Dex, +26 natural, –2 size)
hp 205 (30d10+40); 10
Fort +10, Ref +9, Will +10
Defensive Abilities indestructible; 15/epic; , magic
OFFENSE
Speed 30 ft.
Melee 2 slams +41 (6d10+13/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks destructive strike, (6d10+19, DC 38)
STATISTICS
Str 36, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +30; +45; CMD 54
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
SPECIAL ABILITIES
Destructive Strike (Ex) An adamantine golem’s slam attacks threaten a critical hit on a 19 or 20. In addition, whenever an adamantine golem scores a critical hit, it deals 6d10+13 points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.
Indestructible (Ex) An adamantine golem is nearly impossible to destroy. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the golem is helpless unless above 0 hit points. It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon— alternatively, miracle or wish can be used to slay it while it is at negative hit points.
Immunity to Magic (Ex) An adamantine golem is immune to any spell or spell-like ability that allows spell resistance, except as noted below.
• Transmute metal to wood slows an adamantine golem for 1d4 rounds, during which time its damage reduction is reduced to 15/adamantine (no save).
Quintessence Golem
This partially humanoid creature appears to be carved of smoky glass. Ghostly, screaming faces swirl within its immense body.
Quintessence is the raw material that makes up all matter and life found on the Outer Planes. With its infinite potential for shape and state, it should come as no surprise that raw quintessence makes an outstanding material (in terms of both quality and price) for the construction of golems. A quintessence golem is among the greatest creations a mortal spellcaster can craft—while not technically alive, the quintessence golem is made of material that aches to live, trapped in a metaphysical state between mortal and immortal life. The quintessence that makes up these golems actually acts as a siphon of sorts that encourages souls to shed their mortal frame and slip into the soulstream to seek their judgment in the afterlife. This fact makes these golems particularly dangerous and quite well suited for the guardianship of powerful temples or graveyards.
N Huge ()
Init +10; Senses 60 ft., , ; Perception +0
Aura soul siphon (100 ft.)
DEFENSE
AC 36, touch 18, flat-footed 26 (+10 Dex, +18 natural, –2 size)
hp 376 (32d10+200); 20
Fort +10, Ref +20, Will +10
15/epic; , magic
OFFENSE
Speed 30 ft., 60 ft. (perfect)
Melee 2 slams +45 (5d10+22 plus energy drain)
Space 15 ft.; Reach 15 ft.
Special Attacks (2 levels, DC 26)
STATISTICS
Str 40, Dex 31, Con —, Int —, Wis 11, Cha 21
Base Atk +32; +49; CMD 69
Skills Fly +14
SQ powerful blows (slam), soul infused
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) A quintessence golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A plane shift spell allows the golem’s DR to be bypassed by an aligned weapon (evil, chaos, good, or law; determined randomly) for 2d4 rounds, with no save.
• A resurrection or true resurrection spell negates a quintessence golem’s energy drain and soul siphon abilities for 2d4 rounds. When cast in this way, resurrection and true resurrection do not require expensive material components.
Powerful Blows (Ex) A quintessence golem adds 1-1/2 times its Strength bonus to damage rolls for its slam attacks.
Soul Infused (Ex) A quintessence golem’s animating spark is provided by the flow of souls through it into the Outer Planes and by the potential for life inherent in all quintessence, rather than an imprisoned elemental spirit. As a result, a quintessence golem, while not technically alive, does modify its hit points with its Charisma modifier. These hit points are already calculated into its statistics.
Soul Siphon (Su) If any creature within 100 feet of a quintessence golem is reduced to negative hit points, it is immediately slain as its spirit is sent on to the afterlife due to the golem’s proximity. Whenever a creature is slain in this way, the quintessence golem regains 100 hit points and gains the effects of haste for 1 round.