Golem, Dragonhide Golem
System: Pathfinder | SRD
Golem, Dragonhide Golem
CR 16
XP 76800
Init +2
;
Senses darkvision 60 ft., low-light vision; Perception +26
Defense
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, -2 size)
hp 155 (21d10+40)
Fort +7,
Ref +9,
Will +7
DR 15/adamantine and magic
Immune construct traits, magic
Offense
Speed 50 ft.
Melee bite +31 (2d8+12), 2 claws +31 (2d6+12), tail slap +26 (2d6+18)
Space 15 ft.,
;
Reach 15 ft.
Special Attacks berserk, breath weapon (copper, red), powerful tail, rampage
CMB +35
CMD 47
Statistics
Str 34,,
Dex 14,,
Con —,,
Int —,,
Wis 11,,
Cha 1
Base Atk +21
SQ draconic grafts (dragonlike senses, grafted head [copper], powerful tail)
Special Abilities
Berserk (Ex) When a dragonhide golem enters combat, there is a cumulative 2% chance each round that the lingering primal presence in its draconic grafts overwhelms the golem, causing it to go berserk. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%; alternatively, the creator can offer the golem a tribute of coins and gems in an attempt to calm the lingering draconic presence. For every 500 gp offered in tribute, the golem’s berserk chance is lowered by 1%. Once 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. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, requiring a successful DC 25 Charisma check.
Breath Weapon (Su) A dragonhide golem’s breath weapon depends on the type of dragon whose head was grafted onto the creature, as summarized on the table below. Regardless of type, a dragonhide golem’s breath weapon deals 20d6 points of damage and is usable once every 1d4 rounds. A target that succeeds at a DC 22 Reflex save takes half damage. The save DC is Constitution-based and includes a +2 racial bonus. To determine a dragonhide golem’s breath weapon randomly, roll 1d10 and consult the table below.
Breath Weapon 1 Black 100-foot line of acid 2 Blue 100-foot line of electricity 3 Brass 100-foot line of fire 4 Bronze 100-foot line of electricity 5 Copper 100-foot line of acid 6 Gold 50-foot cone of fire 7 Green 50-foot cone of acid 8 Red 50-foot cone of fire 9 Silver 50-foot cone of cold 10 White 50-foot cone of cold