Actions/Abilities/Traits: (Pathfinder 2e)
Ability
1
acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness: DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure)
Ability
Alchemical Chambers
An alchemical golem's body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):
Ability
Alchemical Injection
When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).
Ability
Alchemical Rupture
When an alchemical golem takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.
Ability
Generate Bomb
(manipulate) The golem fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Determine the type of bomb created by rolling 1d6 on the alchemical chambers list above. On a roll of 1-4, it creates the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost vial from chamber 2, bottled lightning from chamber 3, or alchemist's fire from chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash damage with no other effects. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.
Ability
Golem Antimagic
harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold
Ability
Vulnerable to Shatter
Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above).
Offense
Melee
Circumstance: combat round (melee)
syringe +22 [+17/+12] (magical, reach 10 feet), Damage 2d10+6 piercing plus alchemical injection
Offense
Ranged
Circumstance: combat round (ranged)
bomb +20 [+15/+10] (magical, thrown 20 feet), Effect: see Generate Bomb
Trait
Alchemical
Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, 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.
Trait
Golem
Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
acid
bleed
death effects
disease
doomed
drained
fatigued
healing
magic (see below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 12 (except adamantine or bludgeoning)