Carrion Golem
Creature 4 (uncommon) — construct, golem, mindless
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDconstruct
Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, carrion golems only rarely are given a humanoid form, instead appearing more twisted and bestial in frame. As a result, some students of golem crafting claim that the carrion golem isn't a "true golem," but regardless of those claims these foul constructs certainly share other golem-like traits, including their significant immunities. What is true is t
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +6; darkvision
Skills athletics +14
Str
+4
Dex
-2
Con
+3
Int
-5
Wis
+0
Cha
-5
AC 19
Fort +13
Ref +8
Will +10
HP 60
Immunities electricity, magic, mental
Resistances physical (except adamantine, slashing) 5
Speed 25 feet
Offense
Melee Jaws (magical, unarmed) +14, Damage 2d10+4 piercing plus Filth Fever
Melee Claw (agile, magical, unarmed) +14, Damage 2d6+4 slashing plus Filth Fever
Abilities
Golem Antimagic — Harmed by fire (4d6 untyped, 1d8 untyped from areas or persistent damage); healed by electricity (area 1d6 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.
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.
Stench (aura, disease, olfactory) — 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Vulnerable to Gentle Repose — Casting a Peaceful Rest spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 Fortitude save. It's unaffected on a critical success, Slowed 1 for 1d4 rounds on a success, and on a failure is Immobilized and slowed for 1d4 rounds.
Filth Fever (disease) — The Sickened and Unconscious conditions from filth fever can't end or be reduced until the disease is cured.
Saving Throw DC 19 Fortitude
Stage 1 carrier with no ill effect (1d4 hours)
Stage 2 Sickened 1 (1 day)
Stage 3 sickened 1 and Slowed 1 as long as it remains sickened (1 day)
Stage 4 unconscious (1 day)
Stage 5 dead
Saving Throw DC 19 Fortitude
Stage 1 carrier with no ill effect (1d4 hours)
Stage 2 Sickened 1 (1 day)
Stage 3 sickened 1 and Slowed 1 as long as it remains sickened (1 day)
Stage 4 unconscious (1 day)
Stage 5 dead
WORKS WELL WITH
SniperLANDSniper fires freely from range while this anvil anchors melee and punishes approach.
WeaverLANDWeaver debuffs from behind the anvil's damage-soaking frontline.
FlankerLANDFlanker exploits sickened penalties from stench aura to land precision damage.
PUNISHES
✖ clumping✖ melee reliance✖ low Fort✖ electricity reliance
stacking Anvils lacks damage tempo and leaves control without follow-through
Works well with · Punishes · Pairing advice
Unlock with Tactics
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