Alchemical Golem
Creature 9 (uncommon) — alchemical, construct, golem, mindless
Pre-Remaster content. May include legacy alignment.
This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own. Crafted of base materials and then magically animated into a powerful guardian, the legend
Source: pathfinder-bestiary (Pre-Remaster)
Perception +15
Skills athletics +22
Str
+6
Dex
+4
Con
+3
Int
-5
Wis
+0
Cha
-5
AC 27
Fort +20
Ref +19
Will +15
HP 150
Immunities acid
Resistances physical (except adamantine, bludgeoning) 12
Speed 25 feet
Offense
Melee Syringe +22, Damage 2d10+6 piercing
Ranged Bomb +20, Damage 1d4 bludgeoning
Abilities
Alchemical Chambers — An alchemical golem's body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following:
Alchemical Effect
1
Acid Damage
2
Cold Damage
3
Electricity Damage
4
Fire Damage
5
Poison Damage
6
Sickness: DC 26 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Rupture — When an alchemical golem takes physical damage from a critical hit or is affected by a Shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation{5-foot emanation}.
Roll on the alchemical chambers list to determine which one shatters-on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 Reflex). On a roll of 6, creatures must instead save against the sickness effect.
Alchemical Effect
1
10d6 acid damage DC 28 Reflex
2
10d6 cold damage DC 28 Reflex
3
10d6 electricity damage DC 28 Reflex
4
10d6 fire damage DC 28 Reflex
5
10d6 poison damage DC 28 Reflex
6
Sickness: DC 26 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Golem Antimagic — Harmed by sonic (5d8 untyped, 2d6 untyped from areas or persistent damage); healed by acid (area 2d4 healing HP); slowed by cold
Golem Antimagic
Vulnerable to Shatter — Casting a Shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture.
Alchemical Injection — When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).
Alchemical Effect
1
2d6 acid damage
2
2d6 cold damage
3
2d6 electricity damage
4
2d6 fire damage
5
2d6 poison damage
6
Sickness: DC 26 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Generate Bomb (manipulate) — The golem fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike.
Determine the type of bomb created by rolling 1d6 on the alchemical chambers list.
On a roll of 1-4, it creates the corresponding greater alchemical bomb: an Acid Flask from chamber 1, a Frost Vial from chamber 2, Bottled Lightning from chamber 3, or Alchemist's Fire from chamber 4.
On a roll of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash damage with no other effects.
On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.
Alchemical Effect
1
Acid Flask: 1 acid plus 3d6 persistent acid plus 3 splash damage
2
Frost Vial: 3d6 cold plus 3 splash damage, and –10-foot status penalty to Speeds until end of targets next turn
3
Bottled Lightning: 3d6 electricity plus 3 splash damage, and Off-Guard until start of targets next turn
4
Alchemist's Fire: 3d8 fire plus 3 persistent fire plus 3 splash damage
5
Poisonous Bomb: 3d10 poison plus 3 splash damage
6
Sickness: DC 26 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Run Alchemical Golem in the encounter builder — free, no install.
Open in PathfinderGM →