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Alchemical Golem

Creature 9 (uncommon) — alchemical, construct, golem, mindless

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDconstructalchemical

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; darkvision
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, mental
Resistances physical (except adamantine, bludgeoning) 12
Speed 25 feet

Offense

Melee Syringe (magical, reach-10) +22, Damage 2d10+6 piercing plus Alchemical Injection
Ranged Bomb (magical, thrown-20) +20, Damage 1d4 bludgeoning plus Generate Bomb

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
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 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)

WORKS WELL WITH

MenderLANDMender with acid abilities heals the golem through antimagic while it absorbs the frontline pressure.
SniperLANDSniper punishes anyone trying to bypass the golem's reach, doubling the positioning cost of ignoring the Anvil.
ShadeLANDShade forces the party to choose between cluster-breaking against the rupture threat or dispersing against incorporeal harassment.

PUNISHES

✖ clumping✖ physical attackers
Mindless trait means it cannot coordinate complex tactics, so pairing with setup-dependent roles wastes action economy.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary.

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