Golem, Adamantine, Hell Engine

Wicked spikes and infernal runes decorate this black metal construct’s armor. Unholy flames billow from industrial stacks atop its crown and back.

Hell Engine Adamantine Golem CR 20

XP 307,200
N Huge construct
Init –1; Senses darkvision 60 ft., low-light vision, see in darkness, see through hellfire; 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; Resist fire 30
Weakness contract powered

OFFENSE

Speed 30 ft.
Melee 2 slams +41 (6d10+13/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks banishing strike (DC 25), breath weapon (15-ft. cube, 15d6 fire damage plus 15d6 unholy damage, Reflex DC 25 half, usable every 1d4+1 rounds), destructive strike, redirect summons (level 9; 1 barbed devil, 1 bearded devil, 1 bone devil, 1 erinyes, 1 ice devil, or 1 lemure 100%), trample (6d10+19, DC 38)

STATISTICS

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

ECOLOGY

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

A hell engine is a construct fueled by an infernal contract, bypassing the complex magic and craftsmanship needed to animate a golem or similar engine of destruction. Artificers who lack the skill or magical aptitude to craft constructs on their own may be tempted to use the power of Hell to make up for their shortcomings, surrendering their souls for the chance to see their masterpieces brought to horrifying life.

Although a hell engine lacks the creativity and cunning of a true devil, contracting an infernal construct grants certain advantages over a bound outsider. A hell engine’s mindless neutrality renders it resistant to anarchic or holy attacks that would cripple a devil, making it a valuable tool against celestial and chaotic forces. Combined with the construct’s ability to banish hostile outsiders and replace them with additional devils, these war machines earn a distinguished place as shock troops in infernal armies and guardians of Hell’s most secure vaults.

The sample hell engine above uses an adamantine golem as the base creature.

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 Campaign Setting: Construct Handbook © 2018, Paizo Inc.; Authors: Brian Duckwitz, Andrew Hoskins, Nathan King, Kris Leonard, Luis Loza, Adrian Ng, Tom Phillips, Alex Riggs, and Nicholas Wasko.

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