GolemCreature 8
Source Pathfinder Monster Core 2
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; Reflex +12; Will +16;
HP 170
Speed 20 feet
Immunities acid
Fist
+20 (+15, +10) to hit (reach 10) 2d10+8 BludgeoningAt-Will Spells
The monster can cast its at-will spells any number of times without using up spell slots.
Day of RestA 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.
FaithfulA 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 HelperThe golem can carry 13 Bulk before becoming Encumbered and can carry a maximum Bulk of 18.
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
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.
Divine Innate Spells (DC 24, +16 to hit)
Cantrips (4th Level): Divine Lance, Stabilize
1st Level: Heal
2nd Level: Calm, Dispel Magic
3rd Level: Holy Light (At Will)
4th Level: Divine Wrath
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConstructA 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.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.