ability_mods: cha_mod: -5 con_mod: 3 dex_mod: 4 int_mod: -5 str_mod: 6 wis_mod: 0 ac: 27 ac_special: null active_abilities: - action_cost: None critical_failure: null critical_success: null description: 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). effect: null failure: null frequency: null full_description: null generic_description: null maximum_duration: null name: Alchemical Injection range: null raw_description: '**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).' requirements: null saving_throw: null stages: null success: null traits: null trigger: null - action_cost: One Action critical_failure: null critical_success: null description: '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.' effect: null failure: null frequency: null full_description: null generic_description: null maximum_duration: null name: Generate Bomb range: null raw_description: '**Generate Bomb** [One Action] (__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.' requirements: null saving_throw: null stages: null success: null traits: - manipulate trigger: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: '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 (sickened 2 on a critical failure) **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. **Golem Antimagic** harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold **Vulnerable to Shatter** Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above).' effect: null failure: null frequency: null full_description: null generic_description: null maximum_duration: null name: Alchemical Chambers range: null raw_description: '**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 (sickened 2 on a critical failure) **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. **Golem Antimagic** harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold **Vulnerable to Shatter** Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above).' requirements: null saving_throw: null stages: null success: null traits: null trigger: null description: 'This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own. **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 28' hp: 150 hp_misc: null immunities: - acid - bleed - death effects - disease - doomed - drained - fatigued - healing - magic (see below) - mental - necromancy - nonlethal attacks - paralyzed - poison - sickened - unconscious level: 9 melee_attacks: - action_cost: One Action damage: formula: 2d10+6 type: piercing name: syringe plus_damage: - formula: null type: alchemical injection to_hit: 22 traits: - magical - reach 10 feet name: Alchemical Golem perception: 15 ranged_attacks: - action_cost: One Action damage: formula: null type: see Generate Bomb name: bomb plus_damage: null to_hit: 20 traits: - magical - thrown 20 feet rarity: Uncommon resistances: - amount: 12 misc: except adamantine or bludgeoning type: physical saves: fort: 20 fort_misc: null misc: null ref: 19 ref_misc: null will: 15 will_misc: null senses: - darkvision size: Large skills: - bonus: 22 misc: null name: Athletics sources: - abbr: Bestiary page_start: '185' page_stop: null speed: - amount: 25 misc: null type: Land spell_lists: null traits: - Alchemical - Construct - Golem - Mindless