Golem, Carrion
System: Pathfinder | SRD
Golem, Carrion
CR 4
N
Construct
Medium
Init +1
;
Senses blindsense 10 ft., darkvision 60 ft., low-light vision; Perception +0
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (4d10+20)
Fort +1
Ref +2
Will +1
DR 5/bludgeoning or slashing
Immune construct traits, magic
Offense
Speed 30 ft.
Melee 2 slams +7 (1d8+3 plus disease)
Special Attacks plague carrier
Aura foul stench (DC 12, 1 round)
CMB +7
CMD 18
Statistics
Str 17,
Dex 12,
Con -,
Int -,
Wis 11,
Cha 1
Base Atk +4
Special Abilities
Foul Stench (Ex) This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.
Immune to Magic (Ex) A carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Gentle repose causes a carrion golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell. Animate dead causes the various parts of the golem's body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save). Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save). Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.
Plague Carrier (Ex) When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease—most carrion golems inflict filth fever. The save DC is Constitution-based and includes a +2 racial bonus.