Golem
Creature 8 — construct, earth, holy
Long ago, the priests of ancient religions mastered a technique to bring them closer to their god: the animation of clay into a living being. These clay beings, called golems, are animated by placing a piece of paper with the name of the priest's god within the golem's mouth (or, in some cases, by carving a holy word on the golem's forehead). Though they are intelligent as a result of their divine blessing, golems generally don't act unless commanded to, and they rarely have the capacity for spe
Source: pathfinder-monster-core-2
Perception +16
Skills athletics +20, religion +18
Str
+6
Dex
+2
Con
+5
Int
+1
Wis
+4
Cha
+0
AC 25
Fort +19
Ref +12
Will +16
HP 170
Immunities acid
Speed 20 feet
Offense
Melee Fist +20, Damage 2d10+8 bludgeoning
Abilities
At-Will Spells — At Will Spells
Day of Rest — A golem needs 1 day of rest per week or it becomes uncontrollable. An uncontrollable golem is unable to cast spells, and it takes a –2 circumstance penalty to checks made using Wisdom, including Will saves. While uncontrollable, the golem loses its immunity to sleep. The golem is uncontrollable until it takes a day of rest.
Faithful — A golem faithfully serves its creator as long as it's not in an uncontrollable state (see above). While the golem is faithful, it follows the commands of its creator, even to its own detriment. While the golem remains faithful to its creator, the golem can't be Confused or Controlled by any creature other than its creator.
Hefty Helper — The golem can carry 13 Bulk before becoming Encumbered and can carry a maximum Bulk of 18.
Consecrated Fists (divine) — After the golem casts a holy spell, their Strikes deal an additional 1d8 spirit damage and gain the divine and holy traits. These benefits last until the end of the golem's next turn.
Rampage —
Spells
Divine Wrath (rank 4)
Holy Light (At Will) (rank 3)
Calm (rank 2)
Dispel Magic (rank 2)
Divine Lance (rank 1)
Heal (rank 1)
Stabilize (rank 1)
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