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Carrion GolemCreature 4


UncommonMediumConstructGolemMindless
Source Pathfinder Bestiary 2
Perception +6 (darkvision)
Languages none
Skills Athletics +14
Str +4, Dex -2, Con +3, Int -5, Wis +0, Cha -5

AC 19; Fort +13; Reflex +8; Will +10;
HP 60
Speed 25 feet
Immunities electricity, magic
Resistances Physical 5

Jaws One Action +14 (+9, +4) to hit (magical, unarmed) 2d10+4 Piercing
Claw One Action +14 (+10, +6) to hit (agile, magical, unarmed) 2d6+4 Slashing

Golem Antimagic

Harmed by fire (4d6 untyped, 1d8 untyped from areas or persistent damage); healed by electricity (area 1d6 healing HP); slowed by cold


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.

Stench (aura, disease, olfactory)

40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Vulnerable to Gentle Repose

Casting a Peaceful Rest spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 fortitude save. It's unaffected on a critical success, Slowed 1 for 1d4 rounds on a success, and on a failure is Immobilized and slowed for 1d4 rounds.

Filth Fever (disease)

The Sickened and Unconscious conditions from filth fever can't end or be reduced until the disease is cured.

Saving Throw DC 19 fortitude

Stage 1 carrier with no ill effect (1d4 hours)

Stage 2 Sickened 1 (1 day)

Stage 3 sickened 1 and Slowed 1 as long as it remains sickened (1 day)

Stage 4 unconscious (1 day)

Stage 5 dead


Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, carrion golems only rarely are given a humanoid form, instead appearing more twisted and bestial in frame. As a result, some students of golem crafting claim that the carrion golem isn't a "true golem," but regardless of those claims these foul constructs certainly share other golem-like traits, including their significant immunities. What is true is that most who craft carrion golems don't do so out of true interest in the technique of golem crafting, but for the golem's ability to spread disease. The crafters of carrion golems send their mindless minions to cause immediate destruction and leave wakes of illness and death behind them.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.