columns: 2forcecolumns: truelayout: Path2eBlockstatblock: truesource: "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 feetac: 27armorclass: - 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."