Golem, Cannon

This collection of jagged metal rears up into a humanoid form, its enormous cannon tracking movement with mechanical precision.

Cannon Golem CR 15

XP 51,200
N Large construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE

AC 31, touch 16, flat-footed 24 (+7 Dex, +15 natural, -1 size)
hp 140 (20d10+30)
Fort +6, Ref +13, Will +8
DR 15/adamantine; Immune construct traits, magic

OFFENSE

Speed 30 ft.
Melee 2 slams +29 (2d10+10)
Ranged cannon +26/+21 (6d6+7/19-20/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks cannon

STATISTICS

Str 30, Dex 24, Con —, Int —, Wis 15, Cha 2
Base Atk +20; CMB +31; CMD 48
Feats Improved Critical (cannon)B
SQ alloyed, blasting critical, gun training

SPECIAL ABILITIES

Alloyed (Ex)

A cannon golem’s slam and cannon attacks count as adamantine, cold iron, and silver for the purpose of overcoming damage reduction.

Blasting Critical (Ex)

When a cannon golem confirms a critical hit with a slam attack, it can make one cannon attack against that target as a free action (as long as the cannon is loaded).

Cannon (Ex)

The golem’s cannon has a range increment of 100 feet and deals 6d6 points of bludgeoning and piercing damage on a hit with a x4 critical modifier. The cannon’s magazine can hold up to 20 cannonballs at a time—reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon.

Gun Training (Ex)

A cannon golem adds its Dex modifier to the damage dealt by its cannon.

Immunity to Magic (Ex)

A cannon golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

  • Any spell with the water descriptor that affects a cannon golem renders its cannon unusable for 1 round (no save).
  • A heat metal spell causes the golem’s cannon to instantly backfire, dealing 6d6 points of damage to the golem and staggering it for 1 round (no save).

ECOLOGY

Environment any land
Organization solitary or pair
Treasure none

A cannon golem’s internal workings are a mechanical labyrinth; its extradimensional pockets constantly process new black powder. A cannon golem stands 12 feet tall.

Variant: Cannon Golem, Harpoon Golem (CR 15)

[Source]

This Adonis-like humanoid form of sculpted metal has an enormous cannon with a harpoon stuffed in it mounted on its shoulder that tracks its target with mechanical precision. Harpoon golems tend to appear on ocean going vessels.

Ranged +1 harpoon +27/+22 (2d6+11 plus devastating harpoon/19-20/x3, range 20 ft.); this replaces a cannon golem’s normal ranged attack.

Alloyed (Ex)

A cannon golem‘s slam and harpoon attacks count as adamantine, cold iron, and silver for the purpose of overcoming damage reduction.

This ability replaces a cannon golem’s normal alloyed special attack.

Impale Opponent (Ex)

When a harpoon golem confirms a critical hit with a slam or harpoon attack, it can force an opponent upon its harpoon impaling it deeply into the victim’s body. The harpoon golem makes a combat maneuver check (as though attempting to pin the opponent) as a free action. If it succeeds, the victim is pinned, otherwise the subject is simply grappled. A subject may attempt to release himself from with a successful grapple check or Escape Artist check (DC 48).

On a failed attempt, if the subject is pinned, the subject takes harpoon damage.

This ability replaces a cannon golem’s blasting critical special attack.

Devastating Harpoon (Ex)

On a successful hit with this attack, the golem can grapple the target of the attack (regardless of that creature’s size); however, the golem’s magical nature attempts to dispel (as described in greater dispel magic, CL 15th) any freedom of movement spell or magic item, and any spell or magic item that grants immunity to the grapple condition or bonuses to Combat Maneuver Defense or Escape Artist checks. If the dispel check succeeds, the spell or magic item is dispelled before the golem makes its grapple check (magic items are suppressed for 1d4+1 rounds).

Regardless, the golem can then attempt a combat maneuver check to grapple its opponent as a free action.

This grapple attempt does not provoke an attack of opportunity from the creature it is attempting to grapple if that creature is not threatening the golem. While it grapples the target it can perform any other action except making this attack again, though it can deal damage with this attack to the grappled creature in place of an attack, and is considered to be threatening that creature. The golem is not considered grappled and does not have to be adjacent to the creature to continue the grapple. A subject may attempt to release himself with a successful grapple check or Escape Artist check (DC 48).

This replaces a cannon golem’s cannon special attack.

Pull (Ex)

Harpoon, 20 ft.

This ability replaces a cannon golem’s gun training special attack.

Immunity to Magic (Ex)

A harpoon golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

Feats Improved Critical (harpoon)B; this replace a cannon golem’s normal feats.

Crafting a Cannon Golem

A cannon golem is built from 2,000 pounds of adamantine, brass, cold iron, and mithral.

CL 17th; Price 200,000 gp

CONSTRUCTION REQUIREMENTS

Craft Construct, geas/quest, limited wish, plane shift or secret chest; Special creator must be caster level 17th; Skill Craft (siege engine) and Knowledge (engineering) DC 25; Cost 105,000 gp

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

scroll to top