Monster Dossier

Alchemical Golem

Alchemical Golem is a fantasy monster entry from source B1.

Level 9

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.