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Pathfinder Reference Document

Golem, Blood

A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form.

Blood Golem CR 6

XP 2,400

N Medium construct

Init +4; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +2

Defense

AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)

hp 64 (8d10+20)

Fort +2, Ref +6, Will +4

Defensive Abilities amorphous; DR 5/bludgeoning; Immune construct traits, magic

Weaknesses vulnerable to bleed

Offense

Speed 10 ft.

Melee 2 slams +10 (2d6+2 plus bleed and grab)

Special Attacks bleed (1d6), blood drain (1d2 Con), constrict (2d6+2 plus bleed)

Statistics

Str 14, Dex 19, Con —, Int —, Wis 14, Cha 1

Base Atk +8; CMB +10 (+14 grapple); CMD 24

SQ clotted skin, compression

Ecology

Environment any

Organization solitary or gang (2–4)

Treasure none

Special Abilities

Blood Drain (Su) A blood golem heals 5 hit points each round it drains blood.

Clotted Skin (Ex) A blood golem can congeal its surface into a hard skin as a full-round action, allowing it to assume a vaguely humanoid form. With its skin, it gains DR 5/bludgeoning, natural armor +6, and speed 30, but loses its amorphous and compression abilities. It can liquefy this skin as a full-round action, losing its DR and natural armor, changing its speed to 10 feet, and regaining the amorphous and compression abilities. The golem normally maintains its congealed skin, liquefying itself only when it has to pass through obstacles that would hinder its solid form.

Immunity to Magic (Ex) A blood golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.

  • Cure spells affect it as if it were a living creature, but only cure the minimum amount of damage.

  • Spells and effects that specifically affect blood (such as boiling blood) affect it normally.

    Vulnerable to Bleed (Ex) Bleed effects, blood drain, and attacks that target a creature's blood affect a blood golem normally. The golem can spend a full-round action to harden its clotted outer shell to end a bleed effect.

    A blood golem is an animate mass of living blood. It can creep about in liquid form like an ooze, or create a thick skin made up of coagulated blood that allows it to walk upright like a person.

    Construction

    A blood golem's body must be constructed from the fresh blood of approximately 20 Medium creatures and alchemical fluids worth at least 500 gp.

    Blood Golem

    CL 7th; Price 22,500 gp

    Construction

    Requirements Craft Construct, animate dead, bleed, cure critical wounds, geas/quest, creator must be caster level 12th; Skill Craft (alchemy) DC 17; Cost 11,500 gp

    Golem, Coral

    This tall creature appears to be made of wrinkled stone and coral, bits of plant life clinging to its creased body and clawlike hands.

    Coral Golem CR 9

    XP 6,400

    N Large construct

    Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

    Defense

    AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)

    hp 96 (12d10+30)

    Fort +4, Ref +4, Will +4

    DR 10/adamantine; Immune construct traits, magic

    Offense

    Speed 30 ft.

    Melee 2 claws +18 (1d6+10/19–20 plus bleed)

    Space 10 ft.; Reach 10 ft.

    Special Attacks bleed (1d6)

    Statistics

    Str 24, Dex 11, Con —, Int —, Wis 11, Cha 1

    Base Atk +12; CMB +20; CMD 30

    Feats Improved CriticalB (claw)

    SQ aquatic reconstruction, powerful blows (slam)

    Ecology

    Environment warm oceans or coastlines

    Organization solitary or gang (2–5)

    Treasure none

    Special Abilities

    Aquatic Reconstruction (Ex) Whenever a coral golem is touching a body of saltwater of a size equal to or greater than its own size, it gains fast healing 5.

    Immunity to Magic (Ex) A coral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

  • Any spell with the water descriptor heals a coral golem 1d6 points of damage per level of the caster (maximum 10d6).

  • Transmute rock to mud slows a coral golem (as the slow spell) for 1d6 rounds (no save).

  • Transmute mud to rock increases the golem's bleed damage to 2d6 for 3 rounds.

  • Soften earth and stone causes a coral golem to lose its damage reduction for 3 rounds.

    Coral golems are constructs made entirely of colonies of living coral drawn from the ocean. While their sharpened appendages are capable of performing tasks that require meticulous precision, they are equally useful in martial combat. Wizards and sorcerers employ coral golems to collect delicate specimens of plant life from local beaches, spear and retrieve fish from the ocean for meals, and protect valuable locations such as their masters' homes or veins of minerals and other potent resources. A coral golem is 9 feet tall and weighs 1,000 pounds.

    Construction

    A coral golem's body is made of a healthy colony of living coral weighing at least 1,000 pounds, infused with rare organic substances and minerals worth 3,500 gp.

    Coral Golem

    CL 11th; Price 57,500 gp

    Construction

    Requirements Craft Construct, animate object, geas/quest, keen edge, limited wish, water breathing, creator must be caster level 11th; Skill Craft (sculpture) DC 15; Cost 30,500 gp

    Golem, Junk

    A walking rubbish heap, this roughly man-shaped creature seems to be barely holding itself together.

    Junk Golem CR 4

    XP 1,200

    N Medium construct

    Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

    Defense

    AC 19, touch 9, flat-footed 19 (–1 Dex, +10 natural)

    hp 42 (4d10+20); junk repair

    Fort +1, Ref +0, Will +1

    DR 5/adamantine; Immune construct traits, magic

    Offense

    Speed 30 ft.

    Melee 2 slam +8 (1d6+4 plus disease)

    Special Attacks disease

    Statistics

    Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1

    Base Atk +4; CMB +8; CMD 17

    SQ discorporate

    Ecology

    Environment any

    Organization solitary or gang (2–6)

    Treasure none

    Special Abilities

    Discorporate (Ex) A junk golem can break apart into its constituent pieces as a standard action, becoming a swarming mass of Tiny parts. It gains the swarm subtype, its space changes to 10 feet, and its reach changes to 0. In this form, it gains a swarm attack that deals 1d6 points of damage and inflicts disease, but loses its slam attacks. It can revert back to its normal form as a full-round action.

    Disease (Ex) Tetanus: Slam—injury; save Fort DC 12; onset 1d6 days; frequency 1 day; effect 1d4 Dex damage. Each time someone takes Dexterity damage from tetanus, there's a 50% chance his jaw muscles stiffen, preventing speech and the use of spells with verbal components for 24 hours; cure 2 consecutive saves. The save DC is Constitution-based.

    Immunity to Magic (Ex) A junk golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a junk golem, as noted below.

  • A shatter spell causes a junk golem to discorporate and dazes it for 1 round.

  • A grease spell affects the junk golem as if it were haste for 1d6 rounds and ends any slow effect on it.

  • An arcane lock or hold portal spell affects the junk golem as if it were a slow spell for 1d6 rounds and breaks any haste effect on it.

  • A wood shape or rusting grasp spell deals 2d6 points of damage to a junk golem.

    Junk Repair (Su) A junk golem has fast healing 2 when in an area with a high concentration of debris, such as a refuse heap or the area created by another junk golem's discorporate ability.

    Junk golems are assembled from trash and spare parts, and often leave trails of garbage in their wakes.

    Construction

    A junk golem's body is made up of 250 pounds of assorted rubbish with 200 gp of spare metal and copper wire.

    Junk Golem

    CL 7th; Price 10,200 gp

    Construction

    Requirements Craft Construct, false life, lesser geas, minor creation, rusting grasp, creator must be caster level 7th; Skill Craft (sculpture); Cost 5,200 gp

    Golem, Wax

    This eerily expressionless woman has a glistening quality about her, as though she's covered in an oily sheen.

    Wax Golem CR 3

    XP 800

    N Medium construct

    Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

    Defense

    AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)

    hp 42 (4d10+20)

    Fort +1, Ref +0, Will +1

    Immune cold, construct traits, magic

    Weaknesses vulnerable to fire

    Offense

    Speed 30 ft.

    Melee slam +6 (1d6+3)

    Statistics

    Str 14, Dex 9, Con —, Int —, Wis 11, Cha 1

    Base Atk +4; CMB +6; CMD 15

    SQ conditional sentience

    Ecology

    Environment any

    Organization solitary or gang (2–4)

    Treasure none

    Special Abilities

    Conditional Sentience (Su) A wax golem constructed to look like a humanoid (whether a particular individual or not) has a small chance of gaining sentience and genuinely believing it is a living creature. Each week, such a wax golem has a cumulative 1% chance of becoming sentient (on the second week the chance is 2%, the third week 3%, and so on), to a maximum of 5%. If it does attain sentience, the golem gains an Intelligence score of 10, retroactive skill points, feats dependent on its Hit Dice, and 1 class level with the potential to gain more. If it was crafted to resemble a specific individual, it also gains a +10 racial bonus on Disguise checks made to impersonate that individual. A sentient wax golem ventures into the world and tries to live a life similar to that of the person (or type of person) it resembles. However, if the sentient wax golem ever encounters the person it is modeled after, it attempts to stealthily kill that person and take her place. The only way for a sentient wax golem to lose its sentience is either to take an amount of fire damage equal to half its hit points (which melts its features away) or to be destroyed.

    Immunity to Magic (Ex) A wax golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the fire descriptor. In addition, certain spells and effects function differently against the creature, as noted below.

  • A magical attack that deals fire damage slows a wax golem (as the slow spell) for 2d6 rounds (no save). In addition, for 3 rounds after taking fire damage, every time a wax golem uses its slam attack, it deals an additional 1d4 points of fire damage due to its molten wax.

  • A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wax golem gains no saving throw against cold effects.

    A wax golem is an exact replica of a particular person, composed completely of wax. While skilled artists pride themselves on their ability to make wax sculptures look lifelike, builders of wax golems go one step further and actually bring their art to life. Though eerily silent and unblinking, well-built wax golems bear such striking similarity to the subjects they are modeled after that some golems begin to think they are in fact that person.

    A wax golem can be constructed to resemble any person or creature.

    Construction

    The construction of a wax golem requires a block of solid wax that weights at least 1,000 pounds.

    Wax Golem

    CL 9th; Price 14,000 gp

    Construction

    Requirements Craft Construct, animate objects, geas/quest, limited wish, silent image, creator must be caster level 9th; Skill Craft (sculptures) DC 18 (DC 25 if the creator wants the golem to look like a member of a particular race; DC 30 if the creator wants the golem to look like a specific individual); Cost 7,000 gp