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ChalkyCreature 9


UncommonLargeAlchemicalConstructGolemMindless
Source Pathfinder #159: All or Nothing
Perception +15 (darkvision)
Languages none
Skills Athletics +22
Str +6, Dex +4, Con +3, Int -5, Wis +0, Cha -5

AC 27; Fort +20; Reflex +19; Will +15;
HP 150
Speed 25 feet
Immunities acid, magic
Resistances Physical 12

Syringe One Action +22 (+17, +12) to hit (magical, reach 10) 2d10+6 Piercing

Alchemical Chambers

An alchemical golem's body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following :

[/gmr 1d6 #Alchemical Effect] Alchemical Effect
1

Elixir of Life (Lesser)

2 Bomber's Eye Elixir (Lesser)
3 Bravo's Brew (Moderate)
4 Cat's Eye Elixir
5 Cheetah's Elixir (Moderate)
6 Juggernaut Mutagen (Greater)
Alchemical Rupture

When an alchemical golem takes physical damage from a critical hit or is affected by a Shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation.

Roll on the alchemical chambers list to determine which one shatters - all creatures within a 5-foot emanation are affected by the elixir in the randomly rolled alchemical chamber, and these creatures may forego their Reflex saves against the effect if they wish.

Golem Antimagic

Harmed by sonic (5d8 untyped, 2d6 untyped from areas or persistent damage); healed by acid (area 2d4 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.

Vulnerable to Shatter

Casting a Shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture.

Alchemical Injection

When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack.

Chalky's alchemical chambers are filled with helpful potions and elixirs rather than harmful substances. When Chalky targets an ally with its syringe Strike, the ally takes no damage and doesn't need to make a save against the rolled effect.


This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own.


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.

Alchemical

Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.

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.