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PFS StandardAdamantine Golem

Crafted from a nigh-indestructible metal of great rarity, adamantine golems can’t be destroyed except by the most powerful foes. Crafting an adamantine golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane.

Recall Knowledge - Construct (Arcana, Crafting): DC 43
Unspecific Lore: DC 41
Specific Lore: DC 38

Elite | Normal | Weak
Proficiency without Level

Adamantine GolemCreature 18

Legacy Content

Rare N Huge Construct Golem Mindless 
Source Bestiary pg. 189
Perception +8; darkvision
Skills Athletics +20
Str +9, Dex -1, Con +9, Int -5, Wis +0, Cha -5
AC 24; Fort +15, Ref +9, Will +11
HP 255 (repair mode); Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 20 (except vorpal adamantine)
Golem Antimagic harmed by acid (9d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by electricity Repair Mode When the adamantine golem is at 0 HP, it isn’t destroyed. Instead, it enters repair mode, during which it is slowed 1, can’t take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can’t take any reactions until the start of its next turn. If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it while it’s already at 0 HP, then the golem is destroyed. Vulnerable to Dispelling The golem can be targeted by disjunction and dispel magic. If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed.
Speed 30 feet
Melee [one-action] fist +17 [+12/+7] (deadly 3d12, magical, reach 15 feet), Damage 3d10+17 bludgeoning plus destructive strikeDestructive Strike On a critical hit, the adamantine golem’s fist Strike breaks the target’s armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead.Inexorable March [one-action] The adamantine golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can try to bar the way by attempting a DC 27 Fortitude save.
Critical Success The creature takes no damage and its armor takes no damage.
Success The golem halts its movement and cannot enter the creature’s square.
Failure The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem’s fist.
Self-Repair [one-action] (manipulate) The golem repairs itself, regaining 30 Hit Points.Vent [one-action] (fire) The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 22 basic Reflex). The golem can't use Vent again for 1d6 rounds.

Sidebar - Treasure and Rewards Adamantine Golems

The incredible amount of adamantine necessary to create a single adamantine golem is worth more than many nations’ treasuries. The powerful heart of an adamantine golem can be turned into a legendary forge for blacksmithing.

All Monsters in "Golem"

NameLevel
Adamantine Golem18
Alchemical Golem9
Carrion Golem4
Clay Golem10
Crystal Sentinel13
Flesh Golem8
Fossil Golem12
Glass Golem8
Guillotine Golem18
Ice Golem5
Iron Golem13
Mithral Golem16
Obsidian Golem16
Quantium Golem20
Solar Glass Golem11
Stone Golem11
Wood Golem6

Golem

Source Bestiary pg. 184
Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands— often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure positive energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.

Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts—so-called “golem manuals”—are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.

Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.

Golem Antimagic

A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as “cold and water”), either type of spell can affect the golem.
  • Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
  • Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
  • Slowed By Any magic of this type that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
  • Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.