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Size & Type (subtype):Large ConstructHit Dice:18d10 (99)
Initiative:   -1 (Dex)   Speed:   20 ft. (can't run)  
Armor Class:   30 (-1 size, -1 Dex, +22 natural)   Attacks:   2 slams +23 melee  
Damage:   Slam 2d10+11   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Breath weapon   Special Qualities:   Construct, magic immunity, damage reduction 50/+3, rust vulnerability  
Saving Throws  Fortitude: 6  
Reflex: 5  
Will: 6  
Abilities:   Str: 33
Dex: 9
Wis: 11
Cha: 1
Skills:      Feats:     
Climate and Terrain:   Any land   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains   Organization:   Solitary or gang (2-4)  
Challenge Rating:   13   Challenge Rating Value:   13  
Treasure:   None   Alignment:   Always neutral  
Advancement:   19-24 HD (Large); 25-54 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.

Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.

Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.

Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp 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 golem costs 100,000 gp to create, which includes 1,500 gp for the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 20). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 2,000 XP from the creator and requires cloudkill, geas/quest, limited wish, and polymorph any object.


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