Golem
Creature 8- Perception
- +16
- Languages
- Common, can't speak any language
- Skills
- Athletics +20, Religion +18
- Str +6, Dex +2, Con +5, Int +1, Wis +4, Cha +0
At-Will Spells
- AC
- 25; Fort +19, Ref +12, Will +16
- HP
- 170; Immunities acid
Day of Rest A golem needs 1 day of rest per week or it becomes uncontrollable. An uncontrollable golem is unable to cast spells, and it takes a –2 circumstance penalty to checks made using Wisdom, including Will saves. While uncontrollable, the golem loses its immunity to sleep. The golem is uncontrollable until it takes a day of rest.
Faithful A golem faithfully serves its creator as long as it's not in an uncontrollable state (see above). While the golem is faithful, it follows the commands of its creator, even to its own detriment. While the golem remains faithful to its creator, the golem can't be Confused or Controlled by any creature other than its creator.
Hefty Helper The golem can carry 13 Bulk before becoming Encumbered and can carry a maximum Bulk of 18.
- Speed
- 20 feet
Melee ◆ fist +20 (reach 10 feet), Damage 2d10+8 bludgeoning plus Consecrated Fists
Divine Innate Spells DC 24, attack +16; 4th divine wrath, dispel magic; 3rd holy light (at will), calm; 2nd heal; Cantrips (1st) divine lance, stabilize
Consecrated Fists (divine) After the golem casts a holy spell, their Strikes deal an additional 1d8 spirit damage and gain the divine and holy traits. These benefits last until the end of the golem's next turn.
Rampage ◆◆ Requirements The golem is uncontrollable
Effect The golem makes a melee Strike against every creature in its reach, whether that creature is an ally or not. The attacks count toward its multiple attack penalty normally, but the penalty does not increase until after all the Strikes are complete.
Source: Pathfinder Monster Core 2