Archives of Nethys

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Template Grafts | Universal Monster Rules


Golem

Source Alien Archive 2 pg. 67
These automatons, created by powerful spellcasters, differ from most robots in that each has an elemental spirit bound within. Properly binding this spirit, which is usually from an earth elemental, is the most important part of creating a golem. As the spirit is only semiconscious, the golem exists in a mindless state and acts only to defend itself or to follow orders from its creator. In some golems, injury causes the elemental spirit to stir in its artificial shell. As it gains awareness, it rages at its imprisonment.

Aliens in the "Golem" Family

NameCR
Abysium Golem12
Cybernetic Golem8
Junk4
Nanotech Golem14
Neutronium Golem6

Golem, Abysium Golem

Source Starfinder #29: The Cradle Infestation pg. 57

Abysium Golem CR 12

XP 19,200
N Large construct (magical, technological)
Init +4; Senses darkvision 60ft., low-light vision; Perception +22
Aura radioactive (high, 10 ft., DC 22)

Defense

HP 200
EAC 26; KAC 28
Fort +12; Ref +12; Will +9
DR 10/—; Immunities construct traits, electricity, magic

Offense

Speed 30 ft.
Melee slam +26 (6d4+20 B; critical irradiate [DC 19])
Space 10 ft.; Reach 10 ft.
Offensive Abilities berserk, breath weapon (30-ft. cone, 13d6 F, DC 19, usable every 1d4 rounds)

Statistics

STR +8; DEX +4; CON —; INT —; WIS +1; CHA -2
Skills Intimidate +22
Other Abilities comm, mindless, unliving

Ecology

Environment any
Organization solitary or gang (2–4)

Special Abilities

Berserk (Ex) When an abysium golem takes damage that reduces it to half its maximum Hit Points or fewer, it must attempt a DC 18 Will saving throw. While at or below half HP, it must also attempt a DC 18 Will saving throw whenever it takes additional damage. On a failure, the golem goes berserk. While berserk, the golem uses its actions to make a full attack or to move and attack. If it can’t reach a creature, it attacks objects. The golem can attempt a DC 18 Will save at the end of each of its turns to end the berserk state. If the golem’s creator communicates with the golem to calm it (via comm unit or from within 60 feet) and succeeds at a DC 10 Charisma check, the golem receives a +2 circumstance bonus to this saving throw.
Comm (Ex) A golem can receive wireless communications (and thus commands from its creator) at planetary range.
Magic Immunity (Ex) An abysium golem is immune to any spell or spell-like ability that allows spell resistance, unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem, as follows.
  • If targeted with remove radioactivity, the abysium golem is slowed (as the slow spell) for 3 rounds (no save), but if the caster also succeeds at a caster level check against the DC of the golem’s radioactive aura, the golem is also flat-footed and off-target for the same duration.
  • The irradiate spell ends any slow effect on the golem, and it regains a number of Hit Points depending on the radiation level (2d8 for low, 4d8 for medium, 6d8 for high, and 8d8 for severe). If the amount of healing would cause the golem to exceed its maximum Hit Points, it gains any excess as temporary Hit Points.

Description

These golems are crafted from abysium, the blue-green glowing starmetal also known as feverstone. They are dangerous not only for their strength and ferocity, but also because of the radiation they emit at all times. Some believe that abysium—and the golems made of it—are connected to the Abyss, the nightmarish home of all demonkind.