Alchemical Golem

columns: 2
forcecolumns: true
layout: Path2eBlock
statblock: true
source: "B1"
name: "Alchemical Golem"
level: "Creature 9"
rare_02: "Uncommon"
alignment: "N"
size: "Large"
trait_04: "Alchemical"
trait_05: "Construct"
trait_06: "Golem"
trait_07: "Mindless"
perception:
  - name: "Perception"
    desc: "Perception +15; __darkvision__;"
skills:
  - name: "Skills"
    desc: "__Athletics__: +22 (1d20+22); "
abilityMods: [6, 4, 3, -5, 0, -5]
 
abilities_mid:
  - name: "Alchemical Chambers"
    desc: "  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 1 (1d6) and consult the following (if you roll the result of a chamber that was shattered, there is no [[alchemical]] effect): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness: DC 26 Fortitude save or [[sickened|sickened 1]] ([[sickened|sickened 2]] on a critical failure)"
  - name: "Alchemical Rupture"
    desc: "  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 1 (10d6) damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect."
  - name: "Golem Antimagic"
    desc: "  harmed by sonic (1 (5d8), 1 (2d6) from areas or [[persistent damage|persistent damage]]); healed by acid (area 1 (2d4) HP); [[slowed|slowed]] by cold."
  - name: "Vulnerable to Shatter"
    desc: "  Casting a [[shatter]] spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above)."
abilities_bot:
  - name: "Alchemical Injection"
    desc: "  When an alchemical golem hits a creature with a syringe [[Strike]], roll 1 (1d6) on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 1 (2d6) damage of the appropriate type (or exposes the target to the sickness effect, as appropriate)."
  - name: "Generate Bomb"
    desc: "⬻ ([[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 1 (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 1 (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."
 
speed: 25 feet
 
ac: 27
armorclass:
  - name: AC
    desc: "27; __Fort__: +20 (1d20+20); __Ref__: +19 (1d20+19); __Will__: +15 (1d20+15);"
health:
  - name: HP
    desc: "150;  __Immunities__ acid, bleed, mental, poison, death effects, disease, doomed, drained, fatigued, healing, magic (see below), necromancy, nonlethal attacks, paralyzed, sickened, unconscious; __Resistances__ physical 12 (except adamantine or bludgeoning)"
 
 
attacks:
  - name: Melee
    desc: "⬻ syringe +22 ([[magical]], [[reach|reach 10 feet]]); __Damage__ 1 (2d10+6) piercing plus alchemical injection"
  - name: Ranged
    desc: "⬻ bomb +20 ([[magical]], [[thrown|thrown 20 feet]]); __Damage__ see Generate Bomb"
 
sourcebook: "_Bestiary_, page 185."

Encounter

name: Alchemical Golem
creatures:
  - 1: Alchemical Golem