Golem, Clay

This lumbering figure is sculpted from soft clay. It wears filthy rags and crude jewelry, and its face is only vaguely humanoid.

Clay Golem CR 10

XP 9,600
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine and bludgeoning; Immune construct traits, magic

OFFENSE

Speed 20 ft.
Melee 2 slams +19 (2d10+7 plus cursed wound)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, haste

STATISTICS

Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +21; CMD 30

SPECIAL ABILITIES

Berserk (Ex)

When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.

Cursed Wound (Ex)

The damage a clay golem deals doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

Haste (Su)

After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Immunity to Magic (Ex)

A clay 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.

  • A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
  • A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).
  • An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).
  • Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it 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 clay golem gets no saving throw against magical attacks that deal acid damage.

ECOLOGY

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

A clay golem wears no clothing except for a metal or stiff leather garment around its hips. It stands over 8 feet tall and weighs 600 pounds.

Creating a Clay Golem

A clay golem’s body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp.

CL 11th; Price 41,500 gp

CONSTRUCTION REQUIREMENTS

Feats Craft Construct; Spells animate objects, bless, commune, prayer, resurrection; Special creator must be caster level 11th; Skill Checks Craft (sculptures) or Craft (pottery) DC 16; Cost 21,500 gp

Variants

Armored Clay Golem: Some clay golems are constructed with heavy armor attached.

Panthereons: Panthereons are cat-headed clay golems which were once built to act as mighty guardians. To create a Panthereon, modify a clay golem as follows: CR 11, add bite +19 (4d6+7 plus cursed wound), speed 30 ft., add Improved Initiative as a bonus feat, change initiative modifier to +3. Some of the golems may have suffered from significant erosion over the years, in which case they may be at below average hit points.

Variant: Clay Golem, Maharal (CR 10)

[Source]

This lumbering figure is sculpted from soft clay, and has magical writing or a rune carved into its forehead. Maharal golems are usually crafted to protect a specific ethnicity, creature type, or subtype and will never attack members of this group unless it is berserk, even if it is being attacked and damaged by members of that group.

Spell-Like Abilities (CL 13th)

Create Wraiths (Su)

Maharal golems can create 1d6 wraiths by calling on the spirits of the dead to defend the golem from its opponents.

This ability replaces a clay golem’s haste special attack.

Natural Invisibility (Su)

Maharal golems have the ability to become invisible as a move action (as per the invisibility spell).

This ability replaces a clay golem’s cursed wound special attack.

Immunity to Magic (Ex)

Maharal golems are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against them, as noted below.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Lost Cities of Golarion. © 2011, Paizo Publishing, LLC. Authors: Tim Hitchcock, Brandon Hodge, Michael Kortes, Jason Nelson, and Russ Taylor.

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