Golem, Alchemical (CR 11)

Large Construct
Alignment: Always neutral
Initiative: +1 (Dex)
Languages: Cannot speak


AC: 26 (-1 size, +1 Dex, +16 natural), touch 10, flat-footed 25
Hit Dice: 22d10+30 (151 hp); DR: 10/adamantine and 20/piercing or slashing
Fort +7, Ref +8, Will +7
Speed: 20 ft. (cannot run)
Space: 10 ft./10 ft.
Base Attack +16; Grapple +26
Attack: Slam +21 melee
Full Attack: 2 slams +21 melee
Damage: Slam 2d8+6 plus 2d6 acid
Special Attacks/Actions: Acidic touch, berserk, breath weapon
Abilities: Str 23, Dex 12, Con -, Int -, Wis 10, Cha 1
Special Abilities:
Special Qualities: Alchemical healing, construct traits, immunity to magic, rupture
Feats: -
Skills: -
Advancement: 23-33 HD (Large); 34-44 HD (Huge)
Climate/Terrain: Any
Organization: Solitary or gang (2-4)
Treasure/Possessions: None

Source: Monster Manual III

Acidic Touch (Ex): An alchemical golem's surface gleams with acid. The merest touch of the construct deals 2d6 points of acid damage. Any creature that touches an alchemical golem (such as with a grapple attack or touch spell) takes this damage as well.

Berserk (Ex): The same noxious mixture of ingredients that gives an alchemical golem life also makes it unstable. When an alchemical golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature, or smashing an object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once the golem goes berserk, no known method can reestablish control.

Breath Weapon (Su): 15-foot cone, once every 1d4+1 rounds, 5d6 acid, Reflex DC 21 half. All creatures in the toxic, acidic cone must also make a DC 21 Fortitude save to avoid breathing in the poisonous fumes taking 2 points of Constitution damage. The save DCs are Constitution-based.

Alchemical Healing (Ex): An alchemical golem does not heal as normal. An alchemical golem can consume a large barrel of a special alchemical mixture worth 500 gp to restore itself to full hit points. It takes 2 full rounds for an alchemical golem to consume the liquid. Because of this, creators of alchemical golems commonly leave a vat or two of this substance near a golem in case it is damaged.

Immunity to Magic (Ex): An alchemical golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows.

A neutralize poison spell slows it (as the slow spell) for 2d6 rounds, with no saving throw.

A poison spell heals all its lost hit points.

Rupture (Ex): Any single hit that deals at least 10 points of damage punctures an alchemical golem's membrane. This releases a spray of chemicals that fills a 5-foot square in the direction from which the attack originated, its effects are identical to the breath weapon listed above. The membrane then closes, reducing the spill to a mere trickle.

When an alchemical golem is reduced to 0 hit points (by any source), the membrane collapses, spilling out all the remaining chemicals. The noxious materials fill a 15-foot radius with the same effect as the breath weapon.

An alchemical golem can be a particularly dangerous opponent, because the mere act of damaging it releases toxic chemicals that burn the skin and choke the lungs. Wise combatants use ranged attacks against alchemical golems.