A typical chemical golem stands about 9 feet tall and weighs approximately 4,000 pounds.
A chemical golem is incapable of speech, though it can understand any language spoken by its creator.
Berserk (Ex): When a chemical golem enters
combat, it has a cumulative 1% chance each round of going
berserk. When the uncontrolled golem goes on a rampage, it attacks the nearest living
creature. It no
creature is within
reach, it smashes some object smaller than itself, then moves on to spread more destruction. Once the golem goes
berserk, no known method can reestablish control.
Breath Weapon (Ex): Once every 1d4 rounds, a chemical golem can breathe a 30-foot cone of
acid and toxic fumes. Each
creature in the area takes 5d6 points of
acid damage (Reflex half) and 1d4 points of Constitution
damage (Fortitude negates). The DC for both saves is 10 + 1/2 the golem's Hit Dice.
Chemical Healing (Ex): A chemical golem does not heal normally, but it can drink toxic liquids (such as
acid,
poison, or cleaning supplies) to heal itself. The
creature heals 1 point of
damage per 8 points of Purchase DC that it consumes in toxic chemicals. A chemical golem has no
ability to discern which substances can heal it, so its creator must either command it to drink the appropriate chemicals on the spot or provide it with precise commands and a ready supply so that it can heal itself. A chemical golem gains no benefit from drinking a substance not considered immediately harmful to humans. The consumed liquids mix with the chemicals inside the golem and are destroyed.
Construct: A chemical golem has the traits and immunities common to constructs.
Damage Reduction 15/+1 (Su): A chemical golem ignores the first 15 points of
damage dealt by any nonmagical weapon. In campaigns without magic
weapons, the GM can either disregard the chemical golem's
damage reduction or apply it only to certain types of
weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Magic Immunity (Ex): A chemical golem is immune to all spells, spell-like
abilities, and supernatural effects, except one. A
neutralize poison spell or effect slows the
creature (as the
slow spell) for 2d6 rounds, with no
saving throw.
Rupture (Ex): If the chemical golem takes at least 10 points of
damage (after
damage reduction) from a single hit with a piercing or slashing
weapon, its membrane ruptures, spraying a 10-foot cone of burning liquid and noxious fumes in the direction from which the attack originated. Each
creature in the area takes 2d6 points of fire
damage (Reflex half) and 1d4 points of Constitution
damage (Fortitude negates). The DC for both saves is 10 + 1/2 the golem's Hit Dice.
When the chemical golem is reduced to 0
hit points, its membrane collapses, spilling out all the remaining chemicals inside as a 15-foot-radius burst of
acid, flame, and deadly gases. Every
creature in the area takes 10d6 points of
damage (half
acid and half fire; Reflex half) and 2d4 points of Constitution
damage (Fortitude negates). The DC for both saves is 10 + 1/2 the golem's Hit Dice.
Chemical Golem: CR 10; Large
construct; HD 9d10; hp 49; Mas -; Init -1; Spd 20 ft (can't
run);
Defense 20, touch 8, flat-footed 19 (-1
size, -1 Dex, +10 natural); BAB +11; Grap +15; Atk +11 melee (2d8+6, slam); Full Atk +11 melee (2d8+6, 2 slams) or +10 ranged; FS 5 ft. by 5 ft.;
Reach 10 ft.; SQ
berserk,
breath weapon,
chemical healing,
construct,
damage reduction 15/+1,
magic immunity,
rupture; AL creator; SV Fort +3, Ref+2 , Will +3; AP 0; Rep +0; Str 23, Dex 9, Con -, Int -, Wis 10, Cha 1.
Advancement: 10-18 HD (Large); 19-27 HD (Huge).
Advanced Chemical Golem: CR 13; Huge
construct; HD 19d10; hp 104; Mas -; Init -2; Spd 20 ft (can't
run);
Defense 23, touch 8, flat-footed 18 (-2
size, -2 Dex, +13 natural); BAB +11; Grap +15; Atk +11 melee (2d8+6, slam); Full Atk +11 melee (2d8+6, 2 slams) or +10 ranged; FS 5 ft. by 5 ft.;
Reach 10 ft.; SQ
berserk,
breath weapon,
chemical healing,
construct,
damage reduction 15/+1,
magic immunity,
rupture; AL creator; SV Fort +6, Ref +4, Will +6; AP 0; Rep +0; Str 31, Dex 7, Con -, Int -, Wis 10, Cha 1.