pathfinder-2-sqlite-MIRROR/data/monsters/alchemical golem.yaml

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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
active_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
failure: null
frequency: null
full_description: null
generic_description: null
maximum_duration: 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
saving_throw: null
stages: 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 14, 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
failure: null
frequency: null
full_description: null
generic_description: null
maximum_duration: null
name: Generate Bomb
range: null
raw_description: '**Generate Bomb** [One Action] (__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 14, 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
saving_throw: null
stages: null
success: null
traits:
- manipulate
trigger: 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)
**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 15, 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.
**Golem Antimagic** harmed by sonic (5d8, 2d6 from areas or persistent damage);
healed by acid (area 2d4 HP); slowed by cold
**Vulnerable to Shatter** Casting a shatter spell on an alchemical golem affects
the golem normally, but also causes an alchemical rupture (see above).'
effect: null
failure: null
frequency: null
full_description: null
generic_description: null
maximum_duration: 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)
**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 15, 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.
**Golem Antimagic** harmed by sonic (5d8, 2d6 from areas or persistent damage);
healed by acid (area 2d4 HP); slowed by cold
**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
saving_throw: null
stages: 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
level: 9
melee_attacks:
- 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
ranged_attacks:
- action_cost: One Action
damage:
formula: null
type: see Generate Bomb
name: bomb
plus_damage: null
to_hit: 20
traits:
- magical
- thrown 20 feet
rarity: Uncommon
resistances:
- amount: 12
misc: except adamantine or bludgeoning
type: physical
saves:
fort: 20
fort_misc: null
misc: null
ref: 19
ref_misc: null
will: 15
will_misc: null
senses:
- darkvision
size: Large
skills:
- bonus: 22
misc: null
name: Athletics
sources:
- abbr: Bestiary
page_start: '185'
page_stop: null
speed:
- amount: 25
misc: null
type: Land
spell_lists: null
traits:
- Alchemical
- Construct
- Golem
- Mindless