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Alchemical Golem, “Catalyst of Ruin”

Alchemical Golem
Create

An Alchemical Golem is a grotesque fusion of glass tubing, brass plating, and stitched hide, all pulsing with multicolored fluids that glow faintly in dim light. Its core is a reinforced, transparent chamber sloshing with volatile alchemical reagents, visibly churning with each movement. Tubes pump corrosive chemicals through its limbs, and its hands end in injector needles, flamethrower nozzles, or jagged claws crusted with dried potion residue. Hissing valves release bursts of gas when it exhales—if it can be said to breathe at all.


Behavior

Mindless yet methodical, the Alchemical Golem follows its master’s commands with clockwork precision. It exhibits no self-preservation instinct, often exploding in a final act of destruction if cornered. Despite lacking a will, its creators often imbue it with specific trigger responses—like targeting spellcasters, avoiding fire, or attacking the largest foe first. Between commands, it stands motionless, its inner chemicals bubbling ominously.


Habitat

These constructs are rarely found in the wild; instead, they dwell in hidden laboratories, ruined alchemist guildhalls, or deep beneath cities where deranged arcanists once toiled. Their presence often poisons the environment—fumes leak into the air, strange molds grow nearby, and small animals mutate or die.


Modus Operandi

An Alchemical Golem prefers overwhelming force, spewing gouts of acid, poison, or flame before charging into melee with reckless aggression. Damaging it often causes volatile reactions: alchemical splashbacks, explosive ruptures, or clouds of choking gas. Some are rigged to detonate entirely when “killed,” destroying enemies and secrets alike.


Motivation

The golem has no desires of its own; its “motivation” is that of its creator. Whether serving as a guardian, an assassin, or a suicide bomber, it fulfills its role without hesitation. It is a perfect weapon for those too cowardly—or too insane—to wield power directly.


  • Alchemical Golem 5e
  • Alchemical Golem 5e
  • Alchemical Golem Pathfinder
Alchemical Golem
Create

Large Construct, Unaligned


Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft.


STRDEXCONINTWISCHA
21 (+5)14 (+2)20 (+5)3 (−4)10 (+0)5 (−3)

Saving Throws Con +9, Wis +4
Damage Resistances Fire, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Acid
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can’t speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4


Special Traits


Immutable Form. The golem is immune to any spell or effect that would alter its form.

Alchemical Reactor Core. When the golem drops to 0 hit points, roll a d6:

  • 1–2: It releases a poisonous cloud (as Cloudkill).
  • 3–4: It explodes violently, forcing all creatures within 15 ft. to make a DC 17 Dexterity saving throw or take 8d6 fire damage and 8d6 acid damage (half on success).
  • 5–6: Its core implodes, creating a vacuum burst that pulls all creatures within 30 ft. 15 ft. closer and knocks them prone.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Reactive Chemistry. Whenever the golem takes damage from a spell, roll a d4:

  • 1: Gains immunity to that damage type for 1 minute.
  • 2: Immediately expels Alchemical Backlash (see Actions).
  • 3: Regenerates 10 hit points.
  • 4: No effect.

Actions


Multiattack. The golem makes two melee attacks.


Injector Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) acid damage. The target must succeed on a DC 16 Constitution saving throw or be Poisoned for 1 minute. A creature poisoned this way takes 5 (1d10) acid damage at the start of each of its turns. The creature can repeat the save at the end of each of its turns.


Alchemical Backlash (Recharge 5–6). The golem releases a sudden burst of unstable chemicals. Each creature within 10 feet must succeed on a DC 16 Dexterity saving throw or take:

  • 4d6 acid damage
  • 4d6 fire damage
    and be blinded until the end of their next turn. On a successful save, the creature takes half damage and isn’t blinded.

Alchemical Jet (Recharge 6). The golem expels a pressurized chemical spray in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking:

  • 6d6 acid damage
  • 6d6 poison damage
    on a failed save, or half as much on a success. The area becomes difficult terrain for 1 minute as bubbling sludge covers the ground.

Tactics

  • Opening Move: Leads with Alchemical Jet to soften clusters of enemies and control the battlefield.
  • Target Priority: Targets magic users first—especially if they’ve triggered Reactive Chemistry.
  • Adaptive Defense: Uses the chaos of Reactive Chemistry to become resistant or unpredictable.
  • Desperation Move: If low on HP, it may deliberately charge enemies to die in range and trigger the Alchemical Reactor Core effect.

Optional Legendary Action Variant (Elite Version)

If used as a boss, consider giving the Alchemical Golem 1–2 Legendary Actions per round:

  • Corrosive Spray (Costs 1 Action): The golem sprays a 15-foot cone of acid. Each creature in that area must make a DC 16 Dex save or take 3d6 acid damage.
  • Overheat Surge (Costs 2 Actions): The golem begins to glow. On its next attack, it deals an additional 3d10 fire damage.
Alchemical Golem
Create

Family: Golems

Large construct, unaligned

Armor Class 15 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 20 ft.

STRDEXCONINTWISCHA
18 (+4)7 (-2)21 (+5)7 (-2)10 (+0)1 (-5)

Damage Resistances acid, cold, fire, lightning
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 9 (5,000 XP)

Special Traits

  • Alchemical Infusion. Syringes on the golem’s back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can’t use multiple infusions at once.
    • Brimstone: The golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn.
    • Quicksilver: The golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem’s silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune.
    • Salt: The golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem’s silver hide is covered with salt crystals, increasing its AC by 3. The golem’s slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour. A creature can force an adamantine syringe into the golem’s body with a successful DC 25 Strength check while grappling the golem, nullifying its current infusion and dealing 35 (10d6) piercing damage to it.
  • Elemental Expulsion. Whenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem’s weapon attacks are magical.
  • Construct Nature. A golem doesn’t require air, food, drink, or sleep.

Actions

  • Multiattack. The golem makes two slam attacks.
  • SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  • Poison Breath (Brimstone Infusion Only; Recharge 5-6). The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

About

A man of solid silver plods steadily forward. Three massive tanks are embedded in its back, each sporting an adamantine needle pointing towards its metal neck.

Enhanced by Alchemy. Alchemical golems are powered not by traditional magic, but by a viscous fluid that flows through their silver bodies like blood. This alchemical slurry is potent enough on its own to power the twelve-foot-tall golem but burns with incredible power when infused with one of the three prime alchemical substances: brimstone, quicksilver, or salt. If multiple infusions are injected into the golem’s vital stream at once, the mixture may become volatile.

Pierced by Adamantine. An alchemical golem’s exterior can only be pierced by magical or adamantine implements. To infuse the golem with alchemical admixtures, the golem’s creator has equipped its alchemical tanks with adamantine syringes.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

Alchemical Golem
Create

A rickety construction of glass tubing, metal, and wood convey the brain and two eyes afloat in this figure’s glass skull.

Source: Pathfinder d20pfsrd.com

This golem is a walking alchemical nightmare, capable of inflicting all manner of painful wounds on its foes. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head, while its animating force is a curious combination of alchemy and elemental spirits bound into the fluids and metals of its body.


Alchemical Golem CR 9
XP 6,400

N Large construct

Init +4; Senses Darkvision 60 ft., Low-Light Vision; Perception +0
DEFENSE
AC 23, touch 13, flat-footed 19 (+4 Dexterity, +10 natural, –1 size)

hp 96 (12d10+30)

Fort +4, Ref +8, Will +4

DR 10/adamantine or bludgeoning; Immune construct traits, magic
OFFENSE
Speed 30 ft.

Melee 2 slams +19 (2d8+8 plus alchemy)

Ranged bomb +15 (8d6 energy damage)

Space 10 ft.; Reach 10 ft.

Special Attacks alchemy, bombs, splash
STATISTICS
Strength 27, Dexterity 18, Constitution -, Intelligence -, Wisdom 11, Charisma 1

Base Atk +12; CMB +21; CMD 35
SPECIAL ABILITIES
Alchemy (Ex)   When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can deal 1d6 points of acid, cold, electricity, or fire damage cause the target to become sickened (Fortitude DC 16 negates) for 1d4 rounds cause the target to become entangled (Reflex DC 16 negates) for 1d4 rounds These save DCs are Constitution-based.  

Bombs (Ex)   As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 8d6 points of acid, cold, electricity, or fire damage (determine type randomly). All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.  

Immunity to Magic (Ex)   An alchemical golem is immune to spells or spell-like abilities that allow Spell Resistance, save for spells with the sonic descriptor. Shatter damages an alchemical golem as if it were a crystalline creature.  

Splash (Ex) Any strike on an alchemical golem with a non-reach melee weapon deals 1 point of acid, cold, electricity, or fire damage (determine type randomly) to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit.
ECOLOGY
Environment any

Organization solitary or gang (2-4)

Treasure none

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Construction

An alchemical golem’s body is made of alchemical gear weighing 1,000 pounds and worth a total of 3,000 gp.

Alchemical Golem

CL 10th; Price 33,000 gp

Requirements Craft Construct, geas/quest, gentle repose, major creation, resist energy, telekinesis, creator must be caster level 10th; Skill Craft (alchemy) DC 20; Cost 18,000 gp

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Section 15: Copyright Notice – Bestiary 2 Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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