A walking rubbish heap, this roughly man-shaped creature seems to be barely holding itself together.
Junk Golem CR 4
Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +8; CMD 17
A junk golem can break apart into its constituent pieces as a standard action, becoming a swarming mass of Tiny parts. It gains the swarm subtype, its space changes to 10 feet, and its reach changes to 0. In this form, it gains a swarm attack that deals 1d6 points of damage and inflicts disease, but loses its slam attacks. It can revert back to its normal form as a full-round action.
Tetanus: Slam—injury; save Fort DC 12; onset 1d6 days; frequency 1 day; effect 1d4 Dex damage. Each time someone takes Dexterity damage from tetanus, there’s a 50% chance his jaw muscles stiffen, preventing speech and the use of spells with verbal components for 24 hours; cure 2 consecutive saves. The save DC is Constitution-based.
- A shatter spell causes a junk golem to discorporate and dazes it for 1 round.
- A grease spell affects the junk golem as if it were haste for 1d6 rounds and ends any slow effect on it.
- An arcane lock or hold portal spell affects the junk golem as if it were a slow spell for 1d6 rounds and breaks any haste effect on it.
- A wood shape or rusting grasp spell deals 2d6 points of damage to a junk golem.
Organization solitary or gang (2–6)
Junk golems are assembled from trash and spare parts, and often leave trails of garbage in their wakes.
A junk golem’s body is made up of 250 pounds of assorted rubbish with 200 gp of spare metal and copper wire.
CL 7th; Price 10,200 gp
Variants (3pp – SSD:BoMT)
Junk golems cause a disease (tetanus) when they hit an enemy with slam (or their swarm attack when discorporated). Since this disease doesn’t have an immediate combat effect of much use to a character creating the golem, here are some alternatives to choose from.
Poison (Ex): Injury (slam, swarm); save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con damage and sickened; cure 1 save. Each additional dose increases the duration by 3 rounds and the DC by +2.
Magical Implement (Sp): The golem gains a spell-like ability, useable at will as a standard action when not discorporated. This ability acts as a 1st or 2nd-level spell wand of the creator’s choosing. If the golem is destroyed, the wand can be recovered with 25 charges less 1 for every time the golem used the spell during combat.
Rancid Breath (Su): The golem gains a breath weapon that it can spew in a 20-ft. cone every 1d4 rounds. The breath weapon deals 2d6 acid damage (Reflex DC 12, half). It can’t use its breath weapon while discorporated.
Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.