Creating an Energized Golem

System: Pathfinder | SRD

Creating an Energized Golem CR 7
XP 3200
Init +0 ; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 21, touch 10, flat-footed 21 (+11 natural)
hp 73 (6d10+40)
Fort +2, Ref +2, Will +2
DR 5/adamantine
Immune cold, construct traits, magic
Weaknesses vulnerable to fire
Offense
Speed 30 ft.
Melee 2 slams +11 (1d6+5 plus 1d6 acid plus 1d6 cold)
Ranged breath weapon (20-ft. cone, 3d6 cold damage, Reflex DC 13 half, usable every 1d4 rounds), energy discharge (20-ft. burst, 3d8 acid)
Special Attacks An energized golem retains all of the base creature’s special abilities and gains the following special attack.
Aura caustic mist (5 ft., 1d6 acid plus poison, DC 13)
CMB +11 CMD 21
Statistics
Str 20,, Dex 11,, Con —,, Int —,, Wis 11,, Cha 1
Base Atk +6
SQ elemental overcharge

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