Monster Dossier
Alchemical Golem
Alchemical Golem is a fantasy monster entry from source B1.
Traits
uncommonnlargealchemicalconstructgolemmindless
Rules & statistics
Monster Profile
Perception
15
Senses
- Name
- darkvision
Skills
- Athletics
- 22
Ability Mods
- Str
- 6
- Dex
- 4
- Con
- 3
- Int
- -5
- Wis
- 0
- Cha
- -5
Defenses
- Ac
- 27
- Saving Throws
- Fort
- 20
- Ref
- 19
- Will
- 15
- Hp
- Hp
- 150
- Immunities
- acid
- bleed
- mental
- poison
- death effects
- disease
- doomed
- drained
- fatigued
- healing
- magic (see below)
- necromancy
- nonlethal attacks
- paralyzed
- sickened
- unconscious
- Resistances
- Amount
- 12
- Name
- physical
- Note
- except adamantine or bludgeoning
Speed
- Walk
- 25
Attacks
- Range
- Melee
- Name
- syringe
- Attack
- 22
- Traits
- magical
- reach
- Effects
- alchemical injection
- Damage
- 2d10+6 piercing plus alchemical injection
- Types
- piercing
- Range
- Ranged
- Name
- bomb
- Attack
- 20
- Traits
- magical
- thrown
- Effects
- see Generate Bomb
Abilities
- Mid
- Entries
- 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: 26 Fortitude save or sickened 1 (sickened 2 on a critical failure)
- Name
- Alchemical Chambers
- Entries
- 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 (28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.
- Name
- Alchemical Rupture
- Entries
- harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold.
- Name
- Golem Antimagic
- Entries
- Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above).
- Name
- Vulnerable to Shatter
- Bot
- Entries
- 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).
- Name
- Alchemical Injection
- Activity
- Number
- 1
- Unit
- action
- Traits
- manipulate
- Entries
- 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.
- Name
- Generate Bomb
Background
Lore
No lore provided.