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ALCHEMICAL GOLEM

CREATURE 9

UNCOMMON

N

LARGE

ALCHEMICAL

CONSTRUCT

GOLEM

MINDLESS

Recall Knowledge (construct) Arcana, Crafting DC 28

Perception +15; Darkvision

Skills Athletics +22

Str +6, Dex +4, Con +3, Int –5, Wis +0, Cha –5

AC 27; Fort +20, Ref +19, Will +15

HP 150; Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 12 (except adamantine or bludgeoning)

Alchemical Chambers An alchemical golem’s body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness: DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure)

Alchemical Rupture When an alchemical golem takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1–5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.

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 clicking on the links. If an entry lists multiple types (such as “cold and water”), either type of spell can affect the golem. harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold

Vulnerable to Shatter Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above).

Speed 25 feet

Melee syringe +22 / +17 / +12 (magical, reach 10 feet), Damage 2d10+6 piercing plus

Ranged bomb +20 / +15 / +10 (magical, thrown 20 feet), Damage see

Alchemical Injection When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).

Generate Bomb (manipulate) The golem fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Determine the type of bomb created by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost vial from chamber 2, bottled lightning from chamber 3, or alchemist’s fire from chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash damage with no other effects. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.

This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own.