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

Stone Golem

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

Stone golems are slow and steady constructs typically carved from marble or granite. They’re often made to serve as works of art when at rest, so some golem crafters employ master sculptors to ensure the constructs make beautiful statues. Older stone golems might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn’t adversely impact the golems’ functionality.

Tales tell of particularly immense stone golems residing in certain ancient ruins. Survivors from time-lost civilizations bent on carrying out orders from long-gone masters, these immense stone golems are much more powerful than most stone golems. They are always level 15 or higher and never smaller than Huge in size—most are Gargantuan. Because their size is so great and the structures they dwell in so dilapidated, the awakening of such a Stone Golem can cause surrounding structures to collapse, ancient foundations to buckle, and ceilings to come crashing down on foes. In addition to the statistics here, these massive stone golems Attack with wide, sweeping strikes capable of knocking down multiple targets at once.

Attributes

Stone Golem

Creature 11

NLargeUncommon, Construct, Golem, Mindless
  • Perception17; darkvision
  • Skills athletics 26
  • Str7Dex-1Con4Int -5Wis0Cha-5
  • AC 30 Fort24Ref18Will19
  • HP 175 Immunitiesacid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see golem antimagic and vulnerable to stone to flesh), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistancesphysical 10 (except adamantine)
  • Golem Antimagic harmed by cold and water (5d10 (5d10), 2d8 (2d8) from areas and persistent damage); healed by acid (area 2d8 (2d8) HP); slowed by earth. 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. Harmed By: Any magic of this type that targets the golem causes it to take the listed amount of 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 the damage listed in the parenthetical. Healed By: 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 the HP listed in the parenthetical. Slowed By: 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. Vulnerable To: Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
  • Vulnerable to Stone to Flesh A stone to flesh spell negates the golem’s golem antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately.
  • Impose Paralysis TriggerThe stone golem hits a slowed creature. Effect: The creature must succeed at a DC 30 Fortitude save or become paralyzed for 1 round.
  • Speed20 feet,
  • Melee fist 24 (magical, reach 10 feet) Damage2d10+13 bludgeoning
  • Inexorable March The stone 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 attempt to bar the way by succeeding at a DC 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem’s fist.
  • Slowing Pulse (arcane, concentrate, transmutation) Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude save or be slowed 1 for 1 minute. The golem can’t use Slowing Pulse again for 1d4 (1d4) rounds.