Archives of Nethys

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Template Grafts | Universal Monster Rules


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

Abysium Golem12
Cybernetic Golem8
Nanotech Golem14
Neutronium Golem6

Golem, Junk

Source Junker's Delight pg. 61

Junk CR 4

XP 1,200
N Large construct (magical, technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10


HP 50
EAC 16; KAC 18
Fort +4; Ref +4; Will +1
Defensive Abilities 5/adamantine; Immunities construct immunities, magic


Speed 25 ft.
Melee slam +10 (1d8+9 B; critical knockdown)
Space 10 ft.; Reach 10 ft.
Offensive Abilities berserk


STR +5; DEX +3; CON —; INT —; WIS +0; CHA -3
Other Abilities death crumple, mindless, unliving


Environment any
Organization solitary or gang (2–4)

Special Abilities

Berserk (Ex) When a junk golem begins its turn with half its HP or fewer, it must attempt a DC 11 Will save. On a failure, it goes berserk, using its actions to move and attack or make a full attack. If it can’t reach a creature, it attacks objects. The golem attempts a DC 11 Will saving throw at the end of each of its turns to end the berserk state. If the golem’s creator communicates with it to calm it and succeeds at a DC 10 Charisma check, the golem gains a +2 circumstance bonus to this save.
Construct Immunities (Ex) Constructs are immune to the following effects, unless the effect specifies that it works against constructs.
  • Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.
  • Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
  • Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

Death Crumple (Ex) When a junk golem is reduced to 0 Hit Points, it collapses in a landslide of debris. All Medium or smaller creatures adjacent to the junk golem take 1d8+9 bludgeoning damage (Reflex DC 13 half).
Junk Repair (Ex) Once a day, the golem can take a standard action to pick up 1 bulk of inert electronic equipment and add it to its body, restoring 1d10 HP.
Magic Immunity (Ex) A junk golem is immune to any spell or spell-like ability that allows spell resistance, unless the spell specifically targets constructs. In addition, certain spells and effects function differently against the golem, as follows.
  • Magical effects that deal acid damage slow (as the slow spell) the junk golem for 3 rounds (no save).
  • If targeted by a spell with a Target entry of “at least 1 bulk of inert electronic equipment,” the golem becomes confused for 1d4 rounds. It attempts a Fortitude save (against the spell’s DC) at the end of each of its turns to end this condition.

Mindless (Ex) A junk golem has no Intelligence score or modifier and is immune to mind-affecting effects.
Unliving (Ex) The golem has no Constitution score or modifier and is destroyed when it reaches 0 HP. It doesn’t heal naturally, but can be repaired with the right tools. Unliving creatures don’t breathe, eat, or sleep.


Junk golems are constructed using random metal and electronic scrap found in junkyards, such as rusted pieces of vehicles, broken vidscreens, and discarded food tins. They’re favored by certain tribes of space goblins, who find their ingenuity in building these hulking constructs matched only by their prudence in making a hasty retreat when the golem inevitably goes berserk.