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Mithral Golem

Mithral golems are gorgeously crafted, silvery humanoids made from colossal amounts of the purest mithral. While massive in construction, they possess amazing speed and grace through literal fluidity. Unpredictable and flexible, they can melt into liquid form and reform into a solid shape in mere seconds, allowing them to shape their limbs into sharp spikes or heavy fists as needed.

Recall Knowledge - Construct (Arcana, Crafting): DC 40

Elite | Normal | Weak

Mithral GolemCreature 16

RareNHugeConstructGolemMindless
Source Bestiary 3 pg. 117
Perception +26; darkvision
Skills Acrobatics +30, Athletics +33
Str +9, Dex +6, Con +5, Int -5, Wis +0, Cha -5
AC 40; Fort +27, Ref +30, Will +24
HP 220; Immunities death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine)
Evasion When the mithral golem rolls a success on a Reflex save, it gets a critical success instead.
Golem Antimagic harmed by cold and water (8d10, 2d10 from areas and persistent damage); healed by transmutation (area 2d10 HP); slowed by electricity
Swift Steps A mithral golem is permanently quickened, and it can use the extra action only to Step or Stride.
Vulnerable to Slow A mithral golem is not healed by a slow spell, and such spells affect them normally. A haste spell reverses the effects of a slow spell immediately.
Speed 50 feet, climb 40 feet
Melee Single ActionSingle Action fist +31 [+27/+23] (agile, magical, reach 15 feet), Damage 3d12+12 bludgeoningMelee Single ActionSingle Action spike +31 [+26/+21] (deadly 2d10, magical, reach 30 feet), Damage 3d10+12 piercingLiquefy Single ActionSingle Action The mithral golem becomes fully liquid and amorphous. It gains immunity to precision damage, but it takes double damage from cold and water magic (see golem antimagic). The only actions it can use while Liquefied are move actions, Spike Storm, and spike Strikes. It can resume its normal form by taking this action again.Spike Storm Three ActionsThree Actions The mithral golem makes a spike Strike against each target within its reach. These attacks count toward the mithral golem's multiple attack penalty, but its multiple attack penalty doesn't increase until after all the attacks.

Sidebar - Additional Lore Creative Fluidity

The mithral golem's fluid form offers endless possibilities for inventive owners looking to deploy these constructs within their trap-filled domains. The golem can be instructed to remain in its liquid phase until a specific triggering event, appearing as a pool or font filled with quicksilver, or covering columns or statues. Truly fiendish minds might store them in hidden reservoirs hooked to pumps and nozzles, ready to spray a dangerous foe onto unsuspecting adventurers

All Monsters in "Golem"

NameLevel
Adamantine Golem18
Alchemical Golem9
Carrion Golem4
Clay Golem10
Flesh Golem8
Fossil Golem12
Glass Golem8
Ice Golem5
Iron Golem13
Mithral Golem16
Obsidian Golem16
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.