Golem, Inubrix

This hulking figure shines with a metallic luster as a heavy yellow gas flows from the creature’s back.

Inubrix Golem CR 14

XP 38,400
N Large construct
Init +3; Senses darkvision 60 ft., low-light vision, true seeing; Perception +0


AC 28, touch 12, flat-footed 25 (+3 Dex, +16 natural, –1 size)
hp 140 (20d10+30)
Fort +6, Ref +9, Will +6; DR 10/bludgeoning and magic; Immune construct traits, magic


Speed 30 ft.; air walk
Melee 4 claws +26 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (15-ft. cone, see below, Reflex DC 20 half, usable every 1d4 rounds), rend (2 claws, 1d6+10)
Spell-Like Abilities (CL 20th; concentration +15)

Constantair walk, true seeing


Str 24, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +20; CMB +28; CMD 41


Breath Weapon (Su)

An inubrix golem can expel a 15-foot cone of yellowish gas as a standard action once every 1d4 rounds. Creatures within the gas cloud feel their skin crawl and their senses deaden. Each creature within the area must succeed at a DC 20 Will save or be staggered for 1d4 rounds and gain 1 negative level. The save DC to remove these negative levels is equal to the initial saving throw for the breath weapon.

Immunity to Iron (Ex)

Inubrix golems ignore the presence of iron and are able to pass through it as if they were incorporeal. They are immune to iron weapons, and their attacks ignore any armor or shield bonus to AC (including enhancement bonuses) from iron armor and shields.

These abilities also affect variations of iron such as cold iron, living steel, and steel.

Immunity to Magic (Ex)

An inubrix golem is immune to spells and spell-like abilities that allow spell resistance.

Certain spells and effects function differently against it, as noted below.

  • A magical attack that deals fire damage slows an inubrix golem (as per slow) for 3 rounds, with no saving throw.
  • A magical attack that deals cold damage dispels any slow effect on the golem and restores 1 hit point for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points for 1 hour. An inubrix golem receives no saving throw against cold effects.
  • An inubrix golem targeted by transmute metal to wood permanently loses its immunity to iron and damage reduction, but it gains hardness 5.

Razor Fingers (Ex)

An inubrix golem’s claws are razor sharp and threaten a critical hit on a roll of 18–20.


Environment any
Organization solitary or gang (2–6)
Treasure none

These deadly golems are crafted with a technique that incorporates inubrix, a rare skymetal, into their bodies. Due to the extraordinary material used in their construction, these golems are extremely rare throughout most of Golarion, found only in places with access to skymetals or in places where those who can afford such unique materials reside. Inubrix’s unique characteristics allow it to pass through iron and steel without any impact, as if it existed slightly out of phase with such metals. This strange property has given it the nickname of “ghost iron.” Weaponsmiths were initially excited to learn that it could penetrate metal armor with ease. However, the soft metal is too malleable for effective crafting; weapons made from inubrix are weaker than their normal counterparts, making them less effective. Alloys of inubrix with other metals failed to maintain its unique property to phase through iron, causing many smiths to see it as a strange curiosity and nothing of practical value.

Because of its ghostlike properties, the odd metal has also earned a reputation for being related to necromancy, gluttony, and temperance. Some spellcasters report spectacular effects when using inubrix in the creation of magic items associated with necromancy, as the metal tends to accept magical enhancements from that magic school more readily than from other schools of magic.

This has led enterprising golem crafters to create the first inubrix golems. Rather than being imbued with an elemental spirit like many golems, inubrix golems gain their animating spark from negative energy, which seems to resonate particularly well with the inubrix used in their construction.

Though creators can craft these golems into any configuration they desire, most form inubrix golems that have a skeletal aesthetic. This grotesque appearance only adds to the necromantic mystique of the golem, its visage promising the one thing these monstrosities can deliver: a brush with death. These 11-foot-tall creations weigh about 5,000 pounds, but their air walk ability allows them to navigate difficult and unstable terrain with ease. They cannot speak, though at times their metal bodies emit a low bass rumble.


The creator must sculpt an inubrix golem’s body from 80,000 gp worth of inubrix and treat it with rare unguents worth 10,000 gp.

CL 16th; Price 300,000 gp


Feats Craft Construct; Spells air walk, enervation, geas/quest, limited wish; Caster Level 16th; Skill Check(s) Craft (armor) or Craft (weapons) DC 26; Cost 195,000 gp


As other golem crafters experimented with the original inubrix golems, they discovered viable variants, including those below.

Abysibrix Golem (CR +0)

By creating an alloy of inubrix and abysium, a glowing blue-green skymetal that makes creatures sick through exposure, a golem crafter can make a sturdier golem, but at the cost of its ability to phase through iron. These golems lose their immunity to iron and rend abilities, but their entire body is infused with a green-blue glow. They increase their damage reduction to 10/adamantine, and they leave behind a poisonous abysium residue with every successful claw attack.

Abysium Residue: Clawtouch; save Fortitude DC 20; onset 1 minute; frequency 1/minute for 6 minutes; effect 1d2 Con damage plus nauseated; cure 2 saves.

Ghost Metal Golem (CR +0)

Ghost metal golems are enhanced specifically for assassination tasks. These golems take a more aggressive and bloodthirsty approach to combat, though they still follows all of their creators’ commands. Ghost metal golems lose their rend special attack and breath weapon, but gain the ability to deal an additional 2d6 points of negative energy damage with each claw attack, and they can cast ethereal jaunt as a spell-like ability three times per day.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Construct Handbook © 2018, Paizo Inc.; Authors: Brian Duckwitz, Andrew Hoskins, Nathan King, Kris Leonard, Luis Loza, Adrian Ng, Tom Phillips, Alex Riggs, and Nicholas Wasko.

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