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From Pathfinder #153: Life's Long Shadows, which isn't enabled.

Darklands Alchemical Golem

CREATURE 10

Variant elite alchemical golem

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.


Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure vitality energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.

Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts-so-called "golem manuals"-are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.

Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.


Perception +17; darkvision
Skills Athletics +24
Str +6, Dex +4, Con +3, Int -5, Wis +0, Cha -5

AC 29; Fort +22, Ref +21, Will +17
HP 170; Immunities acid; 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:

1d6Alchemical Effect
1

Acid Damage

2Cold Damage
3Electricity Damage
4Fire Damage
5Poison Damage
6Sickness: DC 28 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 to determine which one shatters-on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 30 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.

1d6Alchemical Effect
1

10d6 acid damage DC 30 basic Reflex

210d6 cold damage DC 30 basic Reflex
310d6 electricity damage DC 30 basic Reflex
410d6 fire damage DC 30 basic Reflex
510d6 poison damage DC 30 basic Reflex
6Sickness: DC 28 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Crystalline Construction

Crafted in areas where glass is rare, the Darklands alchemical golem instead incorporates crystalline components. The golem's vulnerable to shatter ability functions only for Shatter spells of at least 4th level.

Golem Antimagic

Harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 healing HP); slowed by cold


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 appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

  • Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
  • Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
  • Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
  • Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.

Vulnerable to Shatter

Casting a Shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture.


Speed 25 feet
Melee Syringe +24 (magical, reach 10), Damage 2d10+8 piercing plus Alchemical Injection
Melee Bomb +22 (magical, thrown 20), Damage plus Generate Bomb
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).

1d6Alchemical Effect
1

2d6 acid damage

22d6 cold damage
32d6 electricity damage
42d6 fire damage
52d6 poison damage
6Sickness: DC 28 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
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.

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.

1d6Alchemical Effect
1

Acid Flask: 1 acid plus 3d6 persistent acid plus 3 splash acid damage

2Frost Vial: 3d6 cold plus 3 splash cold damage, and –10-foot status penalty to Speeds until end of targets next turn Effect: Frost Vial
3Bottled Lightning: 3d6 electricity plus 3 splash electricity damage, and Off-Guard until start of targets next turn
4Alchemist's Fire: 3d8 fire plus 3 persistent fire plus 3 splash fire damage
5Poisonous Bomb: 3d10 poison plus 3 splash poison damage
6Sickness: DC 28 Fortitude save or Sickened 1 (Sickened 2 on a critical failure)
Pathfinder #153: Life's Long ShadowsOGL