Darklands Alchemical Golem
Creature 10 (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: extinction-curse-bestiary (Pre-Remaster)
Offense
Abilities
Alchemical Effect
1
Acid Damage
2
Cold Damage
3
Electricity Damage
4
Fire Damage
5
Poison Damage
6
Sickness: DC 28 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
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 30 Reflex). On a roll of 6, creatures must instead save against the sickness effect.
Alchemical Effect
1
10d6 acid damage DC 30 Reflex
2
10d6 cold damage DC 30 Reflex
3
10d6 electricity damage DC 30 Reflex
4
10d6 fire damage DC 30 Reflex
5
10d6 poison damage DC 30 Reflex
6
Sickness: DC 28 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
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.
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 28 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
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 28 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
WORKS WELL WITH
PUNISHES
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