Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder Second Edition

Compendium

Type to search for a spell, item, class — anything!

Advertisement Create a free account

Adamantine Golem

Ready to play? Build unlimited Pathfinder 2e characters Create Now


Crafted from a nigh-indestructible metal of great Rarity, adamantine golems can’t be destroyed except by the most powerful foes. Crafting an Adamantine Golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane.

The incredible amount of adamantine necessary to create a single Adamantine Golem is worth more than many nations’ treasuries. The powerful heart of an Adamantine Golem can be turned into a legendary forge for blacksmithing.

Attributes

Adamantine Golem

Creature 18

NHugeRare, Construct, Golem, Mindless
  • Perception26; darkvision
  • Skills athletics 38
  • Str9Dex-1Con9Int -5Wis0Cha-5
  • AC 42 Fort33Ref27Will29
  • HP 255 Immunitiesbleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see above), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistancesphysical 20 (except vorpal adamantine)
  • Golem Antimagic Harmed by acid: Any magic of this type that targets the golem causes it to take 9d10 (9d10) damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes 2d10 (2d10) damage. Healed by fire: Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains 2d10 (2d10) HP. Slowed by electricity: Any magic of this type that targets the golem causes it to be slowed 1 for 2d6 (2d6) rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it’s slowed 1 for that round.
  • Repair Mode When the adamantine golem is at 0 HP, it isn’t destroyed. Instead, it enters repair mode, during which it is slowed 1, can’t take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can’t take any reactions until the start of its next turn. If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it while it’s already at 0 HP, then the golem is destroyed.
  • Vulnerable to Dispelling The golem can be targeted by disjunction and dispel magic. If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 (1d4) rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed.
  • Speed30 feet,
  • Melee fist 35 (deadly 3d12, magical, reach 15 feet) Damage3d10+17 bludgeoning plus destructive strike
  • Destructive Strike On a critical hit, the adamantine golem’s fist Strike breaks the target’s armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead.
  • Inexorable March The adamantine golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can try to bar the way by attempting a DC 45 Fortitude save. Critical Success: The creature takes no damage and its armor takes no damage. Success: The golem halts its movement and cannot enter the creature’s square. Failure: The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem’s fist.
  • Self-Repair (manipulate) The golem repairs itself, regaining 30 Hit Points.
  • Vent (fire) The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 (15d6) fire damage to all creatures in the cone (DC 40 basic Reflex). The golem can't use Vent again for 1d6 (1d6) rounds.