Alchemical Golem
Nearly immune to magic and status effects, this construct keeps advancing until a hit cracks a chamber and unleashes something volatile.
An alchemical golem is a lumbering construct of riveted metal and glass, its torso packed with sloshing chambers of volatile reagents. Every blow it lands risks splashing acid, frost, fire, or worse from the brew churning inside it.
In play
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): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness: DC 26 Fortitude save or sickened 1 (
Level 9
Perception +15 · Senses darkvision · Skills Athletics +22
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +4 | +3 | -5 | +0 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 27 | +20 | +19 | +15 |
HP 150 · Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious · Resistances physical 12 (except adamantine or bludgeoning)
Speed 25 feet
Actions
- Melee Syringe [Single Action] +22 (reach 10 ft, Magical), Damage 2d10+6 piercing
- Ranged Bomb [Single Action] +20 (Magical, thrown 20 feet)