Golem, Alchemical

A rickety construction of glass tubing, metal, and wood convey the brain and two eyes afloat in this figure’s glass skull.

Alchemical Golem CR 9

XP 6,400
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0


AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +8, Will +4
DR 10/adamantine or bludgeoning; Immune construct traits, magic


Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus alchemy)
Ranged bomb +15 (8d6 energy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks alchemy, bombs, splash


Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +21; CMD 35


Alchemy (Ex)

When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can

  • deal 1d6 points of acid, cold, electricity, or fire damage
  • cause the target to become sickened (Fortitude DC 16 negates) for 1d4 rounds
  • cause the target to become entangled (Reflex DC 16 negates) for 1d4 rounds
These save DCs are Constitution-based.

Bombs (Ex)

As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 8d6 points of acid, cold, electricity, or fire damage (determine type randomly). All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.

Immunity to Magic (Ex)

An alchemical golem is immune to spells or spell-like abilities that allow spell resistance, save for spells with the sonic descriptor. Shatter damages an alchemical golem as if it were a crystalline creature.

Splash (Ex)

Any strike on an alchemical golem with a non-reach melee weapon deals 1 point of acid, cold, electricity, or fire damage (determine type randomly) to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit.


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

This golem is a walking alchemical nightmare, capable of inflicting all manner of painful wounds on its foes. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head, while its animating force is a curious combination of alchemy and elemental spirits bound into the fluids and metals of its body.


An alchemical golem’s body is made of alchemical gear weighing 1,000 pounds and worth a total of 3,000 gp.

CL 10th; Price 33,000 gp


Feats Craft Construct, geas/quest, gentle repose, major creation, resist energy, telekinesis; Special creator must be caster level 10th; Skill Craft (alchemy) DC 20; Cost 18,000 gp

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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