Eschewed by all but the most
ruthless warlords, these carrion golems are excellent instruments of
terror. Rigged with alchemical explosives inside their chest cavities,
these monstrosities can be sent into a rebellious town or hamlet to
wreak havoc, infecting the local populace with fear and disease.
Melee 2 slams +7 (1d8+3 plus disease)
Special Attacks plague carrier, walking bomb
Str 17, Dex 12, Con —, Int —, Wis 11, Cha 1
A carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• Animate dead causes the various parts of the golem’s body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
• Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save).
• Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.
When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease—most carrion golems inflict filth fever. The save DC is Constitution-based and includes a +2 racial bonus.
dealt a mortal blow, a special glyph placed on its chest causes it to
explode, showering everyone within a 30-foot radius spread with gobbets
of reeking flesh. The damage dealt by this explosion depends upon the
nature of the alchemical ingredients used and stored inside the golem,
but fire and acid are standard choices. In any event, the explosion
deals 4d6 points of the appropriate energy damage (Reflex DC 12 half;
the save DC is Constitution based), and infects everyone who takes
damage with the same disease noted in its plague carrier special ability, as if each had been hit by the golem’s
slam attack (normal saves apply).
A weaponized carrion golem’s body can be constructed
using at least two Medium corpses and four smaller corpses. Special
reagents worth 500 gp are also required. Additionally, another 500 gp worth of alchemical regents are required. These regents can typically produce a either a fire or acid burst, chosen at the time of the golem's creation.
CL 7th; Price 11,000 gp
Requirements Craft Construct, animate dead, contagion, false life, gentle repose, lesser geas, creator must be caster level 7th; Skill Craft (leather) or Heal DC 13; and Craft (alchemy) DC 13; Cost 6,000 gp