Eschewed by all but the most ruthless warlords, these carrion golems are excellent instruments of terror. Rigged with alchemical explosives inside their chest cavities, these monstrosities can be sent into a rebellious town or hamlet to wreak havoc, infecting the local populace with fear and disease.
Golem, Carrion (weaponized)
OFFENSESpeed 30 ft.
Melee 2 slams +7 (1d8+3 plus disease)
Special Attacks plague carrier, walking bomb
Str 17, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +7; CMD 18
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.
• 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.
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.
When dealt a mortal blow, a special glyph placed on its chest causes it to explode, showering everyone within a 30-foot radius spread with gobbets of reeking flesh. The damage dealt by this explosion depends upon the nature of the alchemical ingredients used and stored inside the golem, but fire and acid are standard choices. In any event, the explosion deals 4d6 points of the appropriate energy damage (Reflex DC 12 half; the save DC is Constitution based), and infects everyone who takes damage with the same disease noted in its plague carrier special ability, as if each had been hit by the golem’s slam attack (normal saves apply).
A weaponized carrion golem’s body can be constructed using at least two Medium corpses and four smaller corpses. Special reagents worth 500 gp are also required. Additionally, another 500 gp worth of alchemical regents are required. These regents can typically produce a either a fire or acid burst, chosen at the time of the golem’s creation.
Weaponized Carrion Golem
CL 7th; Price 11,000 gp
Environment any land
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.