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Adamantine GolemThis huge construct of black metal is all spikes and armor, save for several forge-like stacks that burn atop its crown and back.

Adamantine Golem (CR 19)

XP 204,800
N Huge Construct
Init -1; Senses Darkvision 60 ft., low-light vision; Perception +7

DEFENSE

AC 33, touch 7; flat-footed 33 (-1 dex, +26 natural, -2 size)
hp 205 [340] (30d10+40); fast healing 10;
Fort +10, Ref +9, Will +17
DR 20/epic; Immune construct traits; Resist Fire 20, Earth 20, Water 20, Ice 20; SR 31;

TACTICS

During Combat The adamantite golem will attack the closest target to it unless they’re far away it will use Rock Throw. The golem will haste itself after the first round of combat to deal as much damage as possible. It will use Rock Throw or Lava Blast for running away targets. If it’s getting overwhelm the golem will either use Shock Wave to knock it’s targets back or Spark Shower/Earthquake (if out of Spark Shower uses) to deal massive damage.

OFFENSE

Speed 30 ft.
Melee 2 Slams +34 (6d10+19/18-20 plus slow)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Weapon (50-ft. Cone, 16d6 lightning damage, Reflex DC 25 half, usable once every 1d4 rounds), Destructive Strike, Earthquake, Haste, Lava Blast, Powerful Blows, Rock Throw, Shockwave, Slow (DC 28 Fort save), Trample (6d10+26, DC 38)

STATISTICS

Str 36, Dex 9, Con -, Int -, Wis 24, Cha 1
Base Atk +30; CMB +45; CMD 54 (59 vs trip)

SPECIAL ABILITIES

Adamantine Strike (Ex)

An adamantine golem’s slam attacks are treated as an adamantine weapon for the purposes of damage reduction.

Destructive Strike (Ex)

An adamantine golem’s slam attacks threaten a critical hit on a 18, 19 or 20. In addition, whenever an adamantine golem scores a critical hit, it deals 6d10+19 points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.

Earthquake (Su)

An adamantine golem can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect (Reflex save DC 32 for half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).

Haste (Su)

After it has engaged in at least 1 round of combat, an adamantine golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Lava Blast (Su)

An adamantine golem shoots out a blast of lava from its forehead within 30 feet. The adamantine golem must make a ranged touch attack to hit, and if the ray hits, it deals 16d6 points of fire damage and the target must make a Fortitude save (DC 32) or be inflicted with Burning and Entrangled status effects. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana or Technology DC 29).

Powerful Blows (Ex)

An adamantine golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 18–20 with its slam attacks.

Rock Throw (Su)

Adamantine golem throws a huge boulder and hurls it at a foe. Adamantine golem makes a ranged touch attack roll against a target within 30 feet. If the attack hits, he deals 3d6+11 points of earth damage and the target must make a Fortitude save (DC 32) or be inflicted with Slow status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 19).

Shockwave (Su)

An adamantine golem can cause the ground to quake that ripples from it within a 30-ft.-radius spread. Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status effect for 1d6 rounds, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 32) reduces damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana or Technology DC 23).

Slow (Ex)

Slam – injury; save Fort DC 32; frequency 1/round for 8 rounds; slow status effect; cure 1 save.

Spark Shower (Su)

3/day, an adamantine golem can cause a shower of sparks to erupt out of one of the runes on its body. These sparks erupt in a 30-ft.-cone and those in the area of effect take 10d6 fire and 10d6 lightning damage, a successful Reflex save (DC 32) for half damage. Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana or Technology DC 31).

Construction

A adamantine golem’s body is made of more than 4,000 pounds of adamantine, mythril, gold, platinum, and other metals worth a total of 100,000 gil.

CL 20th; Price 600,000 gil

CONSTRUCTION Requirements

Feat Craft ConstructSpells geas/quest, full-curestoneskin, symbol of slowingSpecial creator must be caster level 20th; Skill Craft (sculpture) DC 35; Cost 350,000 gil