Alchemical Golem
CR 9, N Large Construct
Senses: Perception 0, Darkvision 60, Low Light Vision
Speed: 30 ft. Skills: None
Languages: None
Ability Scores: Str 27 (+19), Dex 18 (+8), Con --, Int --, Wis 11 (+4), Cha 1 (-1)
INIT: +4 CP: +12 HP: 96 (12d10+30) SA: -- DC: 22
AC: 23 Touch: 13 Flat-footed: 19 [+4 Dodge, +10 Natural, -1 Size]
SR: -- Vulnerable: -- Resistant: Slashing 10, Piercing 10 Bypass: Adamantine, Bludgeoning
Immunity: Poison, Psychic Effect Immunity: Magic, Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Necromancy Effects, Paralysis, Ability Damage, Nonlethal damage, Sleep, Stun, Suffocation, Starvation, Magic
Construct Traits (ex) - Constructs cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. A construct cannot be raised or resurrected.
Attacks
- Melee (Natural) - 2 x slams +19 (2d8+8 plus alchemy). Reach: 10 ft. Alchemy - When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can
1) deal 1d6 points of acid, cold, electricity, or fire damage
2) cause the target to take 2 points of fatigue (CON save negates) for 1d4 rounds
3) cause the target to become grappled (Dex negates) for 1d4 rounds
- Ranged - 1 x bomb +16 (8d6 energy damage). Range: 20/40/60
Environment: any
Organization: solitary gang (2-4)
Treasure: none
A rickety construction of glass tubing, metal, and wood convey the brain and two eyes af loat in this figure's glass skull.