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Size & Type (subtype):Large ConstructHit Dice:11d10 (60)
Initiative:   -1 (Dex)   Speed:   20 ft. (can't run)  
Armor Class:   22 (-1 size, -1 Dex, +14 natural)   Attacks:   2 slams +14 melee  
Damage:   Slam 2d10+7   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Berserk, wound   Special Qualities:   Construct, magic immunity, damage reduction 20/+1, immune to piercing and slashing, haste  
Saving Throws  Fortitude: 3  
Reflex: 2  
Will: 3  
Abilities:   Str: 25
Dex: 9
Wis: 11
Cha: 1
Skills:      Feats:     
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or gang (2-4)  
Challenge Rating:   10   Challenge Rating Value:   10  
Treasure:   None   Alignment:   Always neutral  
Advancement:   12-18 HD (Large); 19-33 HD (Huge)  


A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.

Golems do not need to breathe and are immune to most forms of energy.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Berserk (Ex): When a clay 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 some 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.

Wound (Ex): The damage a clay golem deals doesn't heal naturally. Only a heal spell or a Healing spell of 6th level or higher can heal it.

Immune to Slashing and Piercing (Ex): Slashing and piercing weapons, even enchanted ones, deal no damage to a clay golem.

Magic Immunity (Ex): Clay golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake cast directly at a clay golem stops it from moving that round and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.

Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to establish.

When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem's body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem's body can be reused, as can the laboratory.

Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

The clay golem costs 60,000 gp to create, including 1,500 gp for the body and 30,000 gp for vestments, which can be reused. Creating the body requires a successful Craft (sculpting or masonry) check (DC 15). The ritual requires a 16th-level creator who can cast divine spells. Completing the ritual drains 1,200 XP from the creator and requires animate objects, bless, commune, prayer, and resurrection.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002