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Golem

Long ago, the priests of ancient religions mastered a technique to bring them closer to their god: the animation of clay into a living being. These clay beings, called golems, are animated by placing a piece of paper with the name of the priest's god within the golem's mouth (or, in some cases, by carving a holy word on the golem's forehead). Though they are intelligent as a result of their divine blessing, golems generally don't act unless commanded to, and they rarely have the capacity for speech, a gift the gods bestowed on their creations alone. Instead, they use their intelligence to facilitate their maker's communion with their god in divine rites unknown outside of a religion's most faithful.

In some oppressed communities, golems serve as protectors against outside violence, fighting as a last resort but aiming to defuse situations first. Other times, the golem operates as a guardian to a temple or helper to a holy person. In rare cases, golems have been known to go on rampages when they aren't allowed a day of rest every week. These rampages can be extremely destructive to the communities the golems otherwise protect, so makers must endeavor to take good care of their creations.

Golem legends are diverse and widespread across the Inner Sea region and beyond. Some tell of even stranger powers bestowed on the golem, such as the ability to summon the spirits of the dead. Golems with such abilities are undoubtedly created by the most holy of priests, attuned to their god beyond what most mortals could hope to accomplish.

Recall Knowledge - Construct (Arcana, Crafting): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

GolemCreature 8

Large Construct Earth Holy 
Source Monster Core 2 pg. 169
Perception +16
Languages Common; (can't speak any language)
Skills Athletics +20, Religion +18
Str +6, Dex +2, Con +5, Int +1, Wis +4, Cha +0
AC 25; Fort +19, Ref +12, Will +16
HP 170; Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, sleep, spirit, unconscious, vitality, void
Day of Rest A golem needs 1 day of rest per week or it becomes uncontrollable. An uncontrollable golem is unable to cast spells, and it takes a –2 circumstance penalty to checks made using Wisdom, including Will saves. While uncontrollable, the golem loses its immunity to sleep. The golem is uncontrollable until it takes a day of rest.Faithful A golem faithfully serves its creator as long as it's not in an uncontrollable state (see above). While the golem is faithful, it follows the commands of its creator, even to its own detriment. While the golem remains faithful to its creator, the golem can't be confused or controlled by any creature other than its creator.Hefty Helper The golem can carry 13 Bulk before becoming encumbered and can carry a maximum Bulk of 18.
Speed 20 feet
Melee [one-action] fist +20 [+15/+10] (reach 10 feet), Damage 2d10+8 bludgeoning plus consecrated fistsDivine Innate Spells DC 24, attack +16; 4th dispel magic, divine wrath (×2); 3rd calm (×2), holy light (at will); 2nd heal (×4); Cantrips (4th) divine lance, stabilize
Consecrated Fists (divine) After the golem casts a holy spell, their Strikes deal an additional 1d8 spirit damage and gain the divine and holy traits. These benefits last until the end of the golem's next turn.Rampage [two-actions] Requirements The golem is uncontrollable; Effect The golem makes a melee Strike against every creature in its reach, whether that creature is an ally or not. The attacks count toward its multiple attack penalty normally, but the penalty does not increase until after all the Strikes are complete.

Sidebar - Additional Lore Temple Guardians

Golems have been used to guard and assist at temples across the Inner Sea region, though they're said to have originated in northern Garund. Only followers of holy deities can create golems, most of which are given life by priests of Desna or Shelyn, or sometimes Casandalee.

All Monsters in "Golem"

NameLevel
Adamantine Golem18
Alchemical Golem9
Carrion Golem4
Clay Golem10
Crystal Sentinel13
Flesh Golem8
Fossil Golem12
Glass Golem8
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.

Shelyn's Corner

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