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    Golem, Paizo

    The tall, dusty shelves loom high overhead, reaching ever upward to the high-vaulted ceiling and stretching forever away into dusk and shadow. Before the endless walls of yellowed scrolls, leather-bound tomes, and crystal balls of unknowable secrets stands an immense, silent figure. A single, pale light from behind it frames its hulking silhouette. It stalks forward on thundering limbs and the shadow it wears falls away, revealing a smooth, iron-black body, devoid of any features but the two fiery orbs that regard the intruders with a powerful, burning intellect.

    The Golem
    CR 20
    XP 307,200
    N Huge construct
    Init +6; Senses low-light vision, darkvision 60 ft.; Perception +20
     DEFENSE

    AC 36, touch 14, flat-footed 34; (+2 Dex, +4 deflection, +22 natural, –2 Size)
    hp 370 (20d10+260); fast healing 10
    Fort +6, Ref +8, Will +15
    Defensive Abilities construct traits; DR 15/adamantine; Immune magic

     OFFENSE

    Speed 40 ft.
    Melee 2 slams +36 (2d12+18/19-20)
    Space 15 ft.; Reach 15 ft.
    Special Attacks depthless knowledge, shatter the earth, sweeping charge
    Spell-Like Abilities (CL 20th)

    At will—arcane lock, arcane sight, comprehend languages, daze (DC 19), detect magic, identify
    3/day—alarm, crushing despair (DC 23), dimensional anchor, greater arcane eye, hold person (DC 22), locate object
    1/day—bull's strength, crushing hand (DC 28), dimension door, discern location, dominate monster (DC 28), forcecage (DC 26), greater dispel magic, mage's disjunction (DC 28)
     STATISTICS
    Str 46, Dex 14, Con —, Int 20, Wis 29, Cha 28
    Base Atk +20; CMB +40; CMD 56
    Feats Alertness, Critical Focus (slam), Dodge, Improved Critical (slam), Improved Initiative, Power Attack, Skill Focus (Perception), Staggering Critical, Stunning Critical, Toughness
    Skills Appraise +11, Bluff +15, Climb +24, Diplomacy +15, Intimidate +15, Knowledge (arcane) +15, Knowledge (Dungeoneering) +13, Knowledge (Engineering) +13, Knowledge (Geography) +15, Knowledge (History) +15, Knowledge (Local) +15, Knowledge (Nature) +13, Knowledge (Nobility) +13, Knowledge (Planes) +15, Knowledge (Religion) +15, Linguistics +11, Perception +20, Sense Motive +17
    Languages any; Telepathy 100 ft.
    SQ sturdy stride
    Gear The Heart of Lore
     SPECIAL ABILITIES

    Shatter the Earth (Su)

    As a standard action, the Golem can slam its fists down onto the ground, directing energy into the surface and causing it to ripple outward in all directions for 15 feet. Any creature standing in the area takes 2d12+18 points of damage and must succeed at a DC 38 Reflex save or be knocked prone. In addition, the ground becomes buckled and smashed and is considered difficult terrain. The save DC is Strength-based.

    Sturdy Stride (Ex)

    The Golem completely ignores difficult terrain. 

    Sweeping Charge (Ex)

    The Golem can charge at a target even through squares occupied by other creatures of Large size or smaller, battering them effortlessly aside. Any creature occupying a square on the path toward the target must make a DC 38 Reflex save or be thrown 1d4x5 feet, suffering 2d8+18 damage and knocked prone. This save DC is Strength-based.

    Depthless Knowledge (Su)

    As a full round action, the Golem can capture the knowledge of any creature within 30 feet. When using this ability, the Golem's eyes seem to swell, becoming deep, endless pools. The target must succeed at a DC 29 Will save or become a mindless vegetable for 1d4 rounds, unable to perform any action. During this time, the Golem can use any skill or feat possessed by the victim as if it itself had the skill or feat, adding the victim's skill ranks to its own if it already possesses them. In addition, the victim's BAB, if higher, replaces the Golem's, and the Golem gains all of the victim's spells, able to cast them without their requisite components (if any). Any such spells used by the Golem are considered cast when the victim regains control of his senses. The Golem can only capture the knowledge of one target at a time. Any creature that succeeds at its Will save is immune to this effect for the next 24 hours. This save DC is Charisma-based.