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Lignified Adamantine Golem

Creature 17 (rare) — construct, golem, mindless

Pre-Remaster content. May include legacy alignment.

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +26
Skills athletics +36
Str
+9
Dex
-1
Con
+9
Int
-5
Wis
+0
Cha
-5
AC 40 Fort +31 Ref +25 Will +27
HP 255
Immunities magic
Resistances physical (except adamantine) 10
Speed 30 feet

Offense

Melee Staff +33, Damage 3d10+15 bludgeoning

Abilities

Golem Antimagic — Harmed by acid (9d10 untyped, 2d10 untyped from areas or persistent damage); healed by plant (area 2d10 healing HP); slowed by electricity Golem Antimagic
Repair Mode — When the golem is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it is Slowed 1, can't take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can't take any reactions until the start of its next turn. If a critical hit with an adamantine weapon reduces the golem to 0 HP, or if such a weapon hits it while it's already at 0 HP, then the golem is destroyed.
Vulnerable to Dispelling and Shape Wood — The golem can be targeted by Disjunction, Dispel Magic, and Shape Wood. If targeted by such a spell of 9th rank or higher, the golem has its resistance to physical damage lowered to 10 and is Slowed 1 (or Slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed.
Destructive Strike — On a critical hit, the golem's staff Strike breaks the target's armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead.
Inexorable March — The golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can try to bar the way by attempting a DC 43 Fortitude save. **Critical Success** The creature takes no damage and its armor takes no damage. **Success** The golem halts its movement and cannot enter the creature's square. **Failure** The resisting creature is damaged and its armor takes damage as if hit by the golem's staff.
Self-Repair (manipulate) — The golem repairs itself, regaining 30 healing Hit Points.
Vent Splinters (arcane, fire) — The golem vents a 30-foot cone of fiery splinters from its internal forge. This deals 13d6 piercing damage to all creatures in the cone (DC 38 Reflex). Creatures who fail the save also take 2d6 persistent fire damage (4d6 persistent fire damage on a critical failure). The golem can't use Vent Splinters again for 1d4 rounds.

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