Archives of Nethys

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Carrion Golem

A disgusting amalgamation of dead animal parts lurches from the shadows. The foul-smelling pieces have been stitched together with thick black thread in a shape to approximate that of a man, yet it is certainly not human. Cobbled together from bits of a dozen carcasses from half as many different species, the staggering shape utters a gurgling cry as it shambles forth to attack.

Carrion Golem CR 4

Source Pathfinder #7: Edge of Anarchy pg. 78, Bestiary 2 pg. 136
N Medium construct
Init +1; Senses blindsense 10 ft., darkvision 60 ft., low-light vision; Listen +0, Spot +0
Aura stencth of death (10 ft.)

Defense

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1
DR 5/bludgeoning or slashing; Immune construct traits, magic

Offense

Speed 30 ft.
Melee slam +6 (2d6+3 plus disease)
Space 5 ft., Reach 5 ft.

Statistics

Str 17, Dex 12, Con —, Int —, Wis 10, Cha 1
Base Atk +3; Grapple +6

Ecology

Environment any
Organization solitary
Treasure none
Advancement 5-7 HD (Medium), 8-15 HD (Large), 16-24 HD (Huge), 25-36 HD (Gargantuan), 37+ HD (Colossal)

Special Abilities

Disease (Ex) A carrion golem is befouled with a thousand festering plagues. Anyone struck by a carrion golem’s slam attack risks infection from a number of ailments. Roll 1d6 and consult the following to determine what particular sickness assails the victim. See DMG 292 for more information on diseases.
1. Filth Fever (Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con)
2. Typhoid Fever (Fortitude DC 15, incubation period 1d4 days, damage 1d6 Str)
3. Tetanus (Fortitude DC 14, incubation period 1d6 days, damage 1d4 Dex and 50% chance stiffened jaw muscles prevent speech for the next 24 hours)
4. Cholera (Fortitude DC 13, incubation period 1d3 days, damage 1d2 Con; as long as a character suffers Con damage from Cholera, he is fatigued)
5. Rapture Pox (Fortitude DC 14, incubation period 1 day, damage 1d4 Wis and 1d4 Cha; as long as a character suffers ability damage, he is sickened)
6. Scarlet Leprosy (Fortitude DC 20, incubation period 1d3 days, damage 1d6 Con and 1d6 Cha; whenever a character suffers Con damage, 1 point is permanent drain)

Immune to Magic (Ex) 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. Gentle repose causes a carrion golem to seize up and remain motionless for 1d4 rounds if it fails a Will save against the spell. Animate dead causes the various parts of the golem’s body to shudder and tear at each other, 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, with no saving throw. Any magical attack that deals electricity damage hastes a carrion golem, as the spell of the same name, for 2d6 rounds.

Stench of Death (Ex) Carrion golems are foulness incarnate. Anyone within 10 feet of one must make a DC 12 Fortitude save or become nauseated for one round. If a creature succeeds on a save versus this effect, it is immune to that particular golem’s stench for 24 hours. The save DC is Constitution-based.

Description

Carrion golems are the creations of depraved wizards. Unable to get their hands on proper cadavers to craft flesh golems, these twisted spellcasters use whatever diseased parts come their way. Some deranged wizards even consider these abominations works of art and spend weeks collecting the choicest bits of carrion to form their masterpieces.

Construction

Carrion golems are stitched together from whatever parts lie at hand. Wings, extra heads, and other bizarre appendages are often attached, though they have no practical use and serve only as tributes to the crafter’s creativity or lack of sanity. The thing needs no eyes to see, as many incorporate the still-functioning sensory organs of certain snakes, or other vibration-sensitive parts such as antennae that grant them blindsense.

Assembling the body requires a DC 15 Knowledge (arcana) check or a DC 15 Heal check.

CL 7th; Craft Construct, animate dead, contagion, geas/ quest, caster must be at least 7th level; Price 5,000 gp; Cost 2,750 gp + 180 XP.

Variants

The creation of a carrion golem is as much an art as a science, and each golem tends to be unique, reflecting the whims and sick desires of its creator. While the version addressed above applies to most individuals, a number of twisted variations follow.

Mounts: Occasionally, a particularly twisted individual creates a carrion golem using parts from horses and other large quadrapeds, making the construct strong enough to use as a mount. Employed primarily for the shock value, and occasionally called upon to lead the vanguard of evil armies, few things are more terrifying than a man riding into battle on a decaying horse with spider legs and a man’s face, his legs stuck firm to the putrefying molded flesh of the saddle. These variant carrion golems are Large and have a speed of 40 feet.

Stand-ins: Some tieflings and other deformed spellcasters enjoy creating carrion golems in their own image. These disgusting variants are still cobbled together from an assortment of corpses, but the crafter carefully sculpts them and covers strange appendages in grafts of human flesh or scaly lizard hide (depending on their own weird physical traits). These golems impersonate their master with a +8 bonus on Disguise skill checks, though anyone attempting to interact with them immediately discovers the ruse. They are otherwise identical to common carrion golems.

Weapons: 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. When dealt a mortal blow, a special glyph placed on its chest causes it to explode, showering everyone within a 30-footradius 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 Constitutionbased), and infects everyone who takes damage with a random disease, as if each had been hit by the golem’s slam attack.