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Golem

Source Pathfinder RPG Bestiary pg. 159
Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.

Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

Constructing a Golem

The cost to create a golem includes the cost of the physical body and all the materials and spell components used in its creation. Each golem entry gives specific details on the materials required and the total cost for its creation.

Note: The market price of a golem with more Hit Dice than the typical golem described in each entry is increased by 5,000 gp for each additional Hit Die it possesses beyond the standard for its kind, and increases by an additional 50,000 gp if the golem's size increases. Building a golem with the advanced simple template increases its cost by 15,000 gp.

Shield Guardians

A spellcaster with enough talent, resources, and inspiration can create a special variant of a golem known as a shield guardian. Any true golem can be created as a shield guardian, but the choice to do so must be made during the golem's construction—a completed golem cannot later be “upgraded” to function as a shield guardian.

Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.

A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

Shield guardians have the same statistics as the base golem, but with the following additional special qualities. A shield guardian's CR is equal to the base golem's CR + 2.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Fast Healing (Ex) A shield guardian has fast healing 5.

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Construction: A shield guardian's base materials cost an additional 25,000 gp above the base golem's cost. The creature's master may assemble the body or hire someone else to do the job. The Craft check required to make the body is 4 higher than normal for the base golem's kind. The keyed amulet is fashioned at the same time—it costs 20,000 gp above and beyond the shield guardian's total cost. After the body is sculpted, the shield guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and the ritual can be performed together. The creator must have a minimum caster level of 2 higher than the base golem's minimum required caster level. In addition, the following spells are added to the base golem's requirements: discern location and either shield or shield other.

Creatures in "Golem" Category

NameCR
Adamantine Golem19
Alchemical Golem9
Behemoth Golem17
Blood Golem6
Bone Golem8
Brass Golem14
Cannon Golem15
Carrion Golem4
Clay Golem10
Clockwork Golem12
Coral Golem9
Crystal Golem11
Dragonhide Golem16
Equine Bone Golem10
Fiend-Infused Golem13
Flesh Golem7
Fossil Golem12
Glass Golem8
Gold Golem15
Ice Golem5
Inubrix Golem14
Ioun Golem17
Iron Golem13
Junk Golem4
Lead Golem10
Magnetitie Golem10
Marrowstone Golem8
Mask Golem4
Mithral Golem16
Noqual Golem18
Obsidian Golem12
Panthereon11
Quantium Golem20
Quintessence Golem20
Robot Golem11
Sand Golem9
Shadow Golem14
Stone Golem11
Viridium Golem18
Wax Golem3
Wood Golem6

Golem, Noqual Golem

Pale green metal makes up the body of this automaton. Despite its towering size, it moves with lithe quickness.

Noqual Golem CR 18

Source Inner Sea Bestiary pg. 18
XP 153,600
N Huge construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
Aura impeded magic (60 ft.)

Defense

AC 32, touch 10, flat-footed 30 (+2 Dex, +22 natural, –2 size)
hp 202 (25d10+65)
Fort +8, Ref +10, Will +8; +8 vs. spells, spell-like abilities, and supernatural abilities
Defensive Abilities spell absorption; DR 15/adamantine; Immune construct traits, magic

Offense

Speed 40 ft.
Melee 2 slams +36 (4d8+19/19–20 plus spell sunder)
Space 15 ft., Reach 15 ft.
Special Attacks construct bane

Statistics

Str 36, Dex 15, Con —, Int —, Wis 11, Cha 1
Base Atk +25; CMB +40; CMD 52
Feats ToughnessB

Ecology

Environment any (Numeria, Thassilon)
Organization solitary or pair
Treasure none

Special Abilities

Construct Bane (Ex) A noqual golem deals an additional 2d6 points of damage against constructs (except other noqual golems) and undead created by feats or spells.

Immunity to Magic (Su) A noqual golem is immune to and absorbs any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
  • A magical attack that deals electricity damage slows a noqual golem (as the slow spell) for 3 rounds, with no saving throw. If the golem is under a haste effect, the attack breaks the haste effect instead.
  • A mage’s disjunction spell staggers a noqual golem and negates its impeded magic ability for 1d4 rounds.
Impeded Magic (Su) To successfully cast a spell within 60 feet of a noqual golem, a caster must make a concentration check (DC 25 + the level of the spell being cast). If the check fails, the noqual golem absorbs the spell.

Powerful Blows (Ex) A noqual golem inflicts 1-1/2 times its Strength bonus and threatens a critical hit on a 19–20 with its slam attacks.

Spell Absorption (Su) A noqual golem absorbs any spells blocked or dispelled by its impeded magic, immunity to magic, and spell sunder abilities. It heals 5 points of damage for every spell level absorbed. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. Absorbing a spell gives the golem the benefits of haste (as the spell) for 1 round per spell level.

Spell Sunder (Su) A creature struck by a noqual golem’s slam attack is targeted by dispel magic (CL 18th). It absorbs any spells so dispelled.

Description

The construction of a noqual golem requires both a considerable supply of the skymetal noqual and the skill to overcome noqual’s antipathy to dweomers. The resulting golem resembles an iron golem, but is larger and more nimble. Noqual golems impede magic by their mere presence, and their touch disrupts spells and magical constructs.

Nearly all noqual on Golarion lies under Numerian control. The artificers of Numeria prefer tinkering with technological constructs rather than magical ones, but nonetheless Furkas Xoud was believed to have created a noqual golem. Another is thought to serve the sorcerers of Starfall as a fail-safe should their technology prove inadequate. A cabal of cyphermages has taken advantage of the recent discovery of noqual near Riddleport to commence work on their own magic-stealing golem.

Construction

A noqual golem’s body is sculpted from 30,000 pounds of iron alloyed with 1,000 pounds of noqual at the staggering cost of 53,000 gp.

CL 18th; Price 253,000 gp
Requirements Craft Construct, geas/quest, greater dispel magic, polymorph any object, wish, creator must be caster level 18th; Skill Craft (armor) or Craft (weapons) DC 26; Cost 153,000 gp