Carrion Golem

CREATURE 4

uncommon n medium construct golem mindless 

Perception +6; darkvision

Skills Athletics +14

Str +4 Dex -2 Con +3 Int -5 Wis +0 Cha -5

AC  19; Fort +13, Ref +8, Will +10

HP 60; Immunities bleed, electricity, death effects, disease, doomed, drained, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 5 (except adamantine or slashing)

Golem Antimagic harmed by fire (4d6, 1d8 from areas or persistent damage); healed by electricity (area 1d6 HP); slowed by cold.

Stench (aura, olfactory) 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Vulnerable to Gentle Repose Casting a gentle repose spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 Fortitude save. It's unaffected on a critical success, slowed 1 for 1d4 rounds on a success, and on a failure is immobilized and slowed for 1d4 rounds.

Speed 25 feet

Melee [>] jaws +14 (magical), Damage 2d10+4 piercing plus filth fever

Melee [>] claw +14 (agile, magical), Damage 2d6+4 slashing plus filth fever

Filth Fever (disease) The sickened and unconscious conditions from filth fever can't end or be reduced until the disease is cured Saving Throw DC 19 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day)

Bestiary 2, page 128. Expanded in LOIL.

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