Golem, Adamantine

This huge construct of black metal is all spikes and armor, save for several forge-like stacks that burn atop its crown and back.

Adamantine Golem CR 19

XP 204,800
N Huge construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 33, touch 7, flat-footed 33 (–1 Dex, +26 natural, –2 size)
hp 205 (30d10+40); fast healing 10
Fort +10, Ref +9, Will +10
Defensive Abilities indestructible; DR 15/epic; Immune construct traits, magic

OFFENSE

Speed 30 ft.
Melee 2 slams +41 (6d10+13/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks destructive strike, trample (6d10+19, DC 38)

STATISTICS

Str 36, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +30; CMB +45; CMD 54

SPECIAL ABILITIES

Destructive Strike (Ex)

An adamantine golem’s slam attacks threaten a critical hit on a 19 or 20. In addition, whenever an adamantine golem scores a critical hit, it deals 6d10+13 points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.

Indestructible (Ex)

An adamantine golem is nearly impossible to destroy. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the golem is helpless unless above 0 hit points. It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle or wish can be used to slay it while it is at negative hit points.

Immunity to Magic (Ex)

An adamantine golem is immune to any spell or spell-like ability that allows spell resistance, except as noted below.

Transmute metal to wood slows an adamantine golem for 1d4 rounds, during which time its damage reduction is reduced to 15/adamantine (no save).


Construction

A adamantine golem’s body is made of more than 4,000 pounds of adamantine, mithral, gold, platinum, and other metals worth a total of 100,000 gp.

Adamantine Golem

CL 20th; Price 600,000 gp

CONSTRUCTION

Requirements Craft Construct, crushing hand, geas/quest, heal, stoneskin, wish; Special creator must be caster level 20th; Skill Craft (sculpture) DC 35; Cost 350,000 gp

ECOLOGY

Environment any
Organization solitary or gang (2–4)
Treasure none

Made using one of the hardest and most precious substances, the adamantine golem is a deadly work of art. It can crush the life from foes that dare to get in its way and is nearly impossible to permanently destroy. The vast amount of adamantine required to build even one of these destructive golems is so significant that most worlds do not have enough resources, forcing the creator to travel to the Plane of Earth or remote Outer Planes simply to gather the raw materials needed to build the golem’s body.

Variant: Adamantine Golem, Force (CR 19)

[Source]

These unseen automatons are created by spell and spell alone. They are amongst the most popular servants for mythic archmages and deities of magic. One or more of these unobtrusive constructs guard the laboratories of many such magic users. In the past, force golems have been used as sarcophagi for ancient arcane spellcasters; indeed, their invisibility can sometimes be betrayed by traces of dust and bone collecting in the wells of their feet. Force golems are effectively weightless.

Force Hammer (Su)

Once every 1d4 rounds as a swift action, a force golem can blast a creature within 300 ft. with force, seize it with telekinesis, and use it to batter nearby opponents or objects. The force golem makes a ranged touch attack; if successful, it deals 20d6 points of force damage. A successful Fort save DC 25 halves the initial damage, and negates its being seized by telekinesis for that round (dead bodies receive no saving throw). Each round (including the round in which the spell is cast), as a move action, the force golem can attempt to hurl the target at any creature or object within 300 ft. The force golem must make an attack roll whenever it uses the target as a weapon. If the force golem successfully hits the new target with the creature, both it and the creature take damage based on the creature’s size (see below) plus 2d6 force damage.

Creature Size Damage Dealt
Fine 1d4
Diminutive 1d6
Tiny 1d8
Small 1d10
Medium 2d6
Large 2d8
Huge 2d10
Gargantuan 3d6
Colossal 3d8

If the subject would be killed or destroyed by the damage this spell inflicts, it remains intact until after the spell ends. The target creature must make a Fortitude saving throw each time the force golem attempts to use it as a weapon. If it makes its saving throw it can act normally, but if it fails its save, it loses all actions for the round and ends its turn prone in a square adjacent to the target the force golem attacks. However, if the creature chooses to resist the force golem’s efforts to move it, taking no other actions for the round, it gets a +4 circumstance bonus on its saving throw.

This replaces an adamantine golem’s destructive strike special attack.

Immunity to Magic (Su)

A force golem is immune to any spell or spell-like ability that allows spell resistance except as follows:

A dispel magic (or similar magic-nullifying spell) spell deals 1d6 points of damage per spell level (an antimagic spell would do this per round).

A disintegrate spell inflicts damage as normal.

A magical attack that deals damage and has any force descriptor heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A force golem gets no saving throw against damage-dealing force effects.

This replaces an adamantine golem’s normal immunity to magic.

Natural Invisibility (Ex)

This ability is constant—a force golem remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the force golem gains a +20 bonus on Stealth checks when moving, or +40 when standing still—these bonuses are not included in the statistics.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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