Stone Golem
Creature 11 (uncommon) — construct, golem, mindless
Pre-Remaster content. May include legacy alignment.
AnvilLANDconstructgolem
Stone golems are slow and steady constructs typically carved from marble or granite. They're often made to serve as works of art when at rest, so some golem crafters employ master sculptors to ensure the constructs make beautiful statues. Older stone golems might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn't adversely impact the golems' functionality. Tales tell of particularly immense stone golems residing in cer
Source: pathfinder-bestiary (Pre-Remaster)
Perception +17; darkvision
Skills athletics +26
Str
+7
Dex
-1
Con
+4
Int
-5
Wis
+0
Cha
-5
AC 30
Fort +24
Ref +18
Will +19
HP 175
Immunities acid, mental
Speed 20 feet
Offense
Melee Fist (magical, reach-10, unarmed) +24, Damage 2d10+13 bludgeoning
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.
Impose Paralysis (incapacitation) —
Inexorable March — DC 34 Fortitude
On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist.
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 attempt to bar the way by succeeding at a Fortitude save.
On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist.
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 attempt to bar the way by succeeding at a Fortitude save.
Slowing Pulse (arcane, concentrate) — Each creature in a 10-foot emanation{10-foot emanation} must succeed at a DC 30 Fortitude save or be Slowed 1 for 1 minute.
The golem can't use Slowing Pulse again for 1d4 rounds.
The golem can't use Slowing Pulse again for 1d4 rounds.
WORKS WELL WITH
WeaverLANDControls enemy speed and positioning to compensate for the golem's slow movement.
SniperLANDRains damage on enemies slowed by Slowing Pulse without entering melee range.
MenderLANDHeals the golem with acid to offset damage from its golem antimagic.
PUNISHES
✖ clumping✖ spell reliance✖ low Fortitude
same-role Anvil stacking creates an immobile front vulnerable to kiting
Works well with · Punishes · Pairing advice
Unlock with Tactics
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