Fossil Golem
Creature 12 (rare) — construct, golem, mindless
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDconstruct
Fossil golems are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and instead use magically petrified bones of dragons or even giants. Not bound to any specific model, fossil golems are crafted to be as terrifying as possible instead of models of anatomic accuracy. As such, most fossil golems are nightmarish saurian amalgams whose massive arms end with the complete skulls of apex predators like tyrannosauruses, their
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +20; darkvision
Skills athletics +20
Str
+7
Dex
+2
Con
+6
Int
-5
Wis
+0
Cha
-5
AC 33
Fort +26
Ref +20
Will +18
HP 195
Immunities acid, mental
Speed 25 feet
Offense
Melee Jaws (deadly-d10, magical, reach-15, unarmed) +26, Damage 3d10 + 13 piercing plus Fossilization
Abilities
Golem Antimagic — Harmed by cold and water (5d10 untyped, 2d8 untyped from areas or persistent damage); healed by acid (area 2d8 healing HP); slowed by earth
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.
Vulnerable to Stone to Flesh — A Stone to Flesh spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A Petrify spell reverses this effect immediately.
Fossilization (arcane, incapacitation) — The first time each round a creature takes damage from the fossil golem's jaws, the target must attempt a DC 32 Fortitude save.
If it fails and has not already been slowed by this ability, it becomes Slowed 1 for 1 minute. If the creature was already slowed by this ability, a failed save causes it to be Petrified permanently.
If it fails and has not already been slowed by this ability, it becomes Slowed 1 for 1 minute. If the creature was already slowed by this ability, a failed save causes it to be Petrified permanently.
Reassemble — The fossil golem reorganizes its bones, increasing its reach to 25 feet and reducing its Speed to 15 feet. It can revert to its original form by taking this action again.
WORKS WELL WITH
SniperLANDSniper fires freely while reach threatens anyone approaching the backline.
WeaverLANDWeaver debuffs Fortitude saves so Fossilization slow lands more reliably.
FlankerLANDFlanker uses the reach-provided safe corridor to position for off-guard without entering enemy threat range.
PUNISHES
✖ clumping✖ melee reliance✖ low Fortitude✖ standing still
Stacking Anvil roles creates overlapping reach zones with no offensive pressure to capitalize on the space control.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Fossil Golem in the encounter builder — free, no install.
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