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Junk Golem

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A walking rubbish heap, this roughly man-shaped Creature seems to be barely holding itself together.

Special Abilities

Discorporate (Ex) A junk golem can break apart into its constituent pieces as a Standard Action, becoming a swarming mass of Tiny parts. It gains the swarm subtype, its space changes to 10 feet, and its reach changes to 0. In this form, it gains a swarm attack that deals 1d6 points of Damage and inflicts Disease, but loses its slam attacks. It can revert back to its normal form as a Full-Round Action.

Disease (Ex) Tetanus : Slam—injury; Save Fort DC 12; Onset 1d6 days; Frequency 1 day; Effect 1d4 Dex Damage. Each time someone takes Dexterity Damage from tetanus, there's a 50% chance his jaw muscles stiffen, preventing speech and the use of Spells with verbal Components for 24 hours; Cure 2 consecutive saves. The save DC is Constitution-based.

Immunity to Magic (Ex) A junk golem is immune to any spell or spell-like ability that allows Spell Resistance. In addition, certain Spells and effects function differently against a junk golem, as noted below.

Attributes

AC
19, Touch 9, Flat-footed 19 (1 Dex, +10 Natural)
Alignment
N
Base Atk
+4
CMB
+8
CMD
17
CR
CR 4
Cha
1
Con
&Mdash;
Creature Type
Construct
DR
5/adamantine
Dex
9
Environment
Any
Fort
+1
HP
42 (4d10+20); Junk Repair
Immune
Construct Traits, Magic
Init
N Medium Construct 1
Int
&Mdash;
Melee
2 Slam +8 (1d6+4 Plus Disease)
Organization
Solitary Or Gang (26)
Ref
+0
SQ
Discorporate
Senses
Darkvision 60 Ft., Low-light Vision; Perception +0
Size
Medium
Special Attacks
Disease
Speed
30 Ft.
Str
18
Treasure
None
Will
+1
Wis
11
XP
1,200
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