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Iron GolemThis iron automaton stands twice as tall as a normal human. Its heavy footfalls shake the ground with bone-jarring force.

Iron Golem (CR 13)

XP 25,600
N Large Construct
Init -1; Senses Darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 28, touch 8; flat-footed 28 (-1 dex, +18 natural, -1 size)
hp 129 (18d10+30)
Fort +6, Ref +5, Will +11
DR 15/adamantine; Immune construct traits; Resist Fire 15, Earth 15, Water 15; SR 25;
Weakness Ice

TACTICS

During Combat The iron 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 Shockwave to knock it’s targets back or Earthquake to deal massive damage.

OFFENSE

Speed 20 ft.
Melee 2 Slams +28 (2d10+16 plus slow)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40-ft. Cone, 10d6 lightning damage, Reflex DC 18 half, usable once every 1d4 rounds), Earthquake, Haste, Lava Blast, Powerful Blows, Rock Throw, Shockwave, Slow (DC 24 Fort save)

STATISTICS

Str 32, Dex 9, Con -, Int -, Wis 21, Cha 1
Base Atk +18; CMB +30; CMD 39 (44 vs trip)

SPECIAL ABILITIES

Earthquake (Su)

An iron 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 19 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 iron 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)

1/day, an iron golem shoots out a blast of lava from its forehead. The iron 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 22) 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 iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19–20 with its slam attacks.

Rock Throw (Su)

Iron golem throws a huge boulder and hurls it at a foe. Iron 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 18) 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)

3/day, an iron 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 19) 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 24; frequency 1/round for 6 rounds; slow status effect; cure 1 save.

Construction

An iron golem’s body is sculpted from 5,000 pounds of iron, smelted with rare tinctures costing at least 10,000 gil.

CL 16th; Price 150,000 gil

Construction Requirements

Feats Craft Construct; Spells geas/quest, stoneskin, symbol of slowingSpecial creator must be caster level 16th; Skill Craft (armor) or Craft (weapons) DC 21; Cost 80,000 gil