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Golem, Gold

This golden statue stands proud, bearing a regal scepter in one hand. Its other arm is stretched out, ending in an upraised fist.

Gold Golem CR 15

XP 51,200
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0


AC 30, touch 13, flat-footed 26 (+4 Dex, +17 natural, –1 size)
hp 156 (23d10+30)
Fort +7, Ref +11, Will +7
DR 15/adamantine; Immune construct traits, magic


Speed 30 ft.
Melee 2 slams +34 (4d8+12 plus prismatic surge)
Space 10 ft.; Reach 10 ft.


Str 34, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +23; CMB +36; CMD 50
SQ death throes


Death Throes (Ex)

A gold golem melts into worthless slag when destroyed, releasing a 10-foot-radius cloud of fumes that deals 1d4 points of Constitution damage to all creatures within a 10-foot radius. A successful DC 21 Fortitude save negates this effect. This is a poison effect. The save DC is Constitution-based.

Immunity to Magic (Ex)

A gold 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.

  • A magical attack that deals fire damage reduces the golem’s DR to 5/adamantine but also hastens it for 1d6 rounds as per the spell haste, with no saving throw.
  • A magical attack that deals cold damage slows a gold golem for 1d6 rounds as per the spell slow, with no saving throw.

Prismatic Surge (Su)

As a swift action when it hits a foe with its slam attack, a gold golem unleashes a ray of prismatic energy from its bejeweled scepter. It can choose to automatically hit the foe it hit with its slam attack with this ray, or it can target another creature within 30 feet as a +26 ranged touch attack. Roll 1d6 for any creature struck by a ray, and consult the following table to determine the effects. The save DCs are Constitution-based.

1d6 Beam Color Effect
1 Red 20 points of fire damage (Reflex DC 21 half)
2 Orange 40 points of acid damage (Reflex DC 21 half)
3 Yellow 80 points of electricity damage (Reflex DC 21 half)
4 Green Poison (save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves)
5 Blue Petrification (as per flesh to stone, Fort DC 21 negates)
6 Indigo Insanity (as per insanity, Will DC 21 negates)


Environment any
Organization solitary or procession (2–5)
Treasure none

Gold golems are extravagant constructs, crafted at great expense at the command of the rich and powerful. They’re most often used to guard palaces and family vaults, but are rarely placed in areas that are hidden away from casual observation. Many of those who expend the funds to create a gold golem aren’t the type to hide the conspicuous display of their wealth from their visitors. A gold golem is humanoid in appearance, standing 10 feet tall and weighing 4,500 pounds.

Gold Golem Construction

A gold golem is built from 1,800 pounds of special lead that must be treated with rare alchemical reagents to magically transmute the creature to gold upon its animation. These reagents and the lead cost 25,000 gp.

CL 18th; Price 220,000 gp


Feats Craft Construct; Spells geas/quest, limited wish, polymorph any object, and prismatic spray; Special creator must be at least caster level 18th; Skill Check(s) Craft (armor) DC 25; Cost 122,500 gp

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.