ability_mods:
  cha_mod: -5
  con_mod: 3
  dex_mod: 4
  int_mod: -5
  str_mod: 6
  wis_mod: 0
ac: 27
ac_special: null
alignment: N
automatic_abilities:
- action_cost: None
  critical_failure: null
  critical_success: null
  description: 'An alchemical golem''s body contains six alchemical chambers filled
    with different substances. When an alchemical golem ability calls upon a randomly
    determined alchemical effect, roll 1d6 and consult the following (if you roll
    the result of a chamber that was shattered, there is no alchemical effect):


    **1** acid damage; **2** cold damage; **3** electricity damage; **4** fire damage;
    **5** poison damage; **6** sickness: DC 26 Fortitude save or sickened 1 (sickened
    2 on a critical failure)'
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Alchemical Chambers
  range: null
  raw_description: '**Alchemical Chambers** An alchemical golem''s body contains six
    alchemical chambers filled with different substances. When an alchemical golem
    ability calls upon a randomly determined alchemical effect, roll 1d6 and consult
    the following (if you roll the result of a chamber that was shattered, there is
    no alchemical effect):


    **1** acid damage; **2** cold damage; **3** electricity damage; **4** fire damage;
    **5** poison damage; **6** sickness: DC 26 Fortitude save or sickened 1 (sickened
    2 on a critical failure)'
  requirements: null
  success: null
  traits: null
  trigger: null
- action_cost: None
  critical_failure: null
  critical_success: null
  description: When an alchemical golem takes physical damage from a critical hit
    or is affected by a shatter spell, one glass chamber within its body shatters,
    spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers
    list (see above) to determine which one shatters—on a roll of 1-5, creatures in
    the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll
    of 6, creatures must instead save against the sickness effect.
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Alchemical Rupture
  range: null
  raw_description: '**Alchemical Rupture** When an alchemical golem takes physical
    damage from a critical hit or is affected by a shatter spell, one glass chamber
    within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll
    on the alchemical chambers list (see above) to determine which one shatters—on
    a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type
    (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the
    sickness effect.'
  requirements: null
  success: null
  traits: null
  trigger: null
- action_cost: None
  critical_failure: null
  critical_success: null
  description: harmed by sonic (5d8, 2d6 from areas or persistent damage); healed
    by acid (area 2d4 HP); slowed by cold
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Golem Antimagic
  range: null
  raw_description: '**Golem Antimagic** harmed by sonic (5d8, 2d6 from areas or persistent
    damage); healed by acid (area 2d4 HP); slowed by cold'
  requirements: null
  success: null
  traits: null
  trigger: null
- action_cost: None
  critical_failure: null
  critical_success: null
  description: Casting a shatter spell on an alchemical golem affects the golem normally,
    but also causes an alchemical rupture (see above).
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Vulnerable to Shatter
  range: null
  raw_description: '**Vulnerable to Shatter** Casting a shatter spell on an alchemical
    golem affects the golem normally, but also causes an alchemical rupture (see above).'
  requirements: null
  success: null
  traits: null
  trigger: null
description: 'This golem is a walking alchemical nightmare capable of inflicting all
  manner of painful wounds. Its ability to follow orders is granted by the otherwise
  mindless humanoid brain that floats in its dome-like head. In exceptionally rare
  cases, the brain used in its creation might retain fragments of memories or even
  actual intellect, resulting in an alchemical golem with a personality and agenda
  of its own.




  **__Recall Knowledge - Construct__ (__Arcana__, __Crafting__)**: DC 28'
hp: 150
hp_misc: null
immunities:
- acid
- bleed
- death effects
- disease
- doomed
- drained
- fatigued
- healing
- magic (see below)
- mental
- necromancy
- nonlethal attacks
- paralyzed
- poison
- sickened
- unconscious
items: null
languages: null
level: 9
melee:
- action_cost: One Action
  damage:
    formula: 2d10+6
    type: piercing
  name: syringe
  plus_damage:
  - formula: null
    type: alchemical injection
  to_hit: 22
  traits:
  - magical
  - reach 10 feet
name: Alchemical Golem
perception: 15
proactive_abilities:
- action_cost: None
  critical_failure: null
  critical_success: null
  description: When an alchemical golem hits a creature with a syringe Strike, roll
    1d6 on the alchemical chambers list to determine the additional effect of the
    attack. The syringe deals an additional 2d6 damage of the appropriate type (or
    exposes the target to the sickness effect, as appropriate).
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Alchemical Injection
  range: null
  raw_description: '**Alchemical Injection** When an alchemical golem hits a creature
    with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the
    additional effect of the attack. The syringe deals an additional 2d6 damage of
    the appropriate type (or exposes the target to the sickness effect, as appropriate).'
  requirements: null
  success: null
  traits: null
  trigger: null
- action_cost: One Action
  critical_failure: null
  critical_success: null
  description: 'The golem fills an empty vial from one of its alchemical chambers
    to create a bomb and then makes a bomb Strike. Determine the type of bomb created
    by rolling 1d6 on the alchemical chambers list above. On a roll of 1-4, it creates
    the corresponding greater alchemical bomb: an __acid flask__ from chamber 1, a
    __frost vial__ from chamber 2, __bottled lightning__ from chamber 3, or __alchemist''s
    fire__ from chamber 4. On a roll of 5, it creates a poisonous bomb that deals
    3d10 poison damage and 3 poison splash damage with no other effects. On a roll
    of 6, it creates a sickness bomb, which exposes the target and all creatures in
    the splash radius to the sickness effect; creatures hit by only the splash receive
    a +2 circumstance bonus to their Fortitude saves.'
  effect: null
  effects: null
  failure: null
  frequency: null
  full_description: null
  generic_description: null
  name: Generate Bomb
  range: null
  raw_description: '**Generate Bomb**   (__manipulate__) The golem fills an empty
    vial from one of its alchemical chambers to create a bomb and then makes a bomb
    Strike. Determine the type of bomb created by rolling 1d6 on the alchemical chambers
    list above. On a roll of 1-4, it creates the corresponding greater alchemical
    bomb: an __acid flask__ from chamber 1, a __frost vial__ from chamber 2, __bottled
    lightning__ from chamber 3, or __alchemist''s fire__ from chamber 4. On a roll
    of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash
    damage with no other effects. On a roll of 6, it creates a sickness bomb, which
    exposes the target and all creatures in the splash radius to the sickness effect;
    creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude
    saves.'
  requirements: null
  success: null
  traits:
  - manipulate
  trigger: null
ranged:
- action_cost: One Action
  damage: null
  name: bomb
  plus_damage: null
  to_hit: 20
  traits:
  - magical
  - thrown 20 feet
rarity: Uncommon
resistances:
- amount: 12
  type: physical (except adamantine or bludgeoning)
ritual_lists: null
saves:
  fort: 20
  fort_misc: null
  misc: null
  ref: 19
  ref_misc: null
  will: 15
  will_misc: null
sense_abilities: null
senses:
- Perception +15
- darkvision
size: Large
skills:
- bonus: 22
  misc: null
  name: 'Athletics '
source:
- abbr: Bestiary
  page_start: 185
  page_stop: null
speed:
- amount: 25
  type: Land
spell_lists: null
traits:
- Uncommon
- N
- Large
- Alchemical
- Construct
- Golem
- Mindless
type: Creature
weaknesses: null
