Golem, Carrion (stand-in)

Some tieflings and other deformed spellcasters enjoy creating carrion golems in their own image. These disgusting variants are still cobbled together from an assortment of corpses, but the crafter carefully sculpts them and covers strange appendages in grafts of flesh or hide depending on their own physical traits.

Carrion Golem (stand-in) CR 4

XP 1,200
N Medium construct
Init +1; Senses blindsense 10 ft., darkvision 60 ft., low-light vision; Perception +0; Aura foul stench (DC 12, 1 round)


AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1
DR 5/bludgeoning or slashing; Immune construct traits, magic


SSpeed 30 ft.
Melee 2 slams +7 (1d8+3 plus disease)
Special Attacks plague carrier


Str 17, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +7; CMD 18
Skills Disguise +3; Racial Modifiers +8 Disguise


Foul Stench (Ex)

This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.

Immune to Magic (Ex)

A carrion 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.

  • Gentle repose causes a carrion golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
  • Animate dead causes the various parts of the golem’s body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
  • Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save).
  • Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.

Plague Carrier (Ex)

When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease—most carrion golems inflict filth fever. The save DC is Constitution-based and includes a +2 racial bonus.

Filth Fever: slam—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.


A stand-in carrion golem’s body can be constructed using at least two Medium corpses and four smaller corpses, but the corpses must have the similar physical traits to the caster. Special care must be taken when assembling the stand-in to gain the disguise benefit, hence the higher DC skill check. Special reagents worth 500 gp are also required.

Carrion Golem (Stand-In)

CL 7th; Price 10,500 gp

Requirements Craft Construct, animate dead, contagion, false life, gentle repose, lesser geas; Special creator must be caster level 7th; Skill Craft (leather) or Heal DC 18; Cost 5,500 gp


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

Stand-in carrion golems impersonate their master with a +8 bonus on Disguise skill checks, though anyone attempting to interact with them immediately discovers the ruse. They are otherwise identical to common carrion golems.

Carrion golems are made from the partially decayed parts of numerous dead creatures—no two carrion golems are exactly alike in appearance. Most are created from the corpses of humanoid creatures that are then augmented here and there with parts taken from animals, resulting in a monster that stands 6 feet tall and weighs 120 pounds.

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.
scroll to top