Abysium Golem

Source: Starfinder #29: The Cradle Infestation

CR: 12 XP: 19,200

N Large construct (magical, technological)

Init.: +4 Senses: darkvision 60ft., low-light vision Perception: +22

Defense

HP: 200

EAC: 26 KAC: 28

Fort: +12 Ref: +12 Will: +9

Offense

Speed: 30 ft.

Melee: slam +26 (6d4+20 B; critical irradiate [DC 19])

Offensive Abilities: berserk, breath weapon (30-ft. cone, 13d6 F, DC 19, usable every 1d4 rounds)

Statistics

Str: +8 Dex: +4 Con:Wis: +1 Int:Cha: -2

Skills: Intimidate +22

Ecology

Environment: any

Organization: solitary or gang (2–4)

Special Abilities

<p><b>Berserk (Ex)</b> When an abysium golem takes damage that reduces it to half its maximum Hit Points or fewer, it must attempt a DC 18 Will saving throw. While at or below half HP, it must also attempt a DC 18 Will saving throw whenever it takes additional damage. On a failure, the golem goes berserk. While berserk, the golem uses its actions to make a full attack or to move and attack. If it can’t reach a creature, it attacks objects. The golem can attempt a DC 18 Will save at the end of each of its turns to end the berserk state. If the golem’s creator communicates with the golem to calm it (via comm unit or from within 60 feet) and succeeds at a DC 10 Charisma check, the golem receives a +2 circumstance bonus to this saving throw.<br/> <b>Comm (Ex)</b> A golem can receive wireless communications (and thus commands from its creator) at planetary range.<br/> <b>Magic Immunity (Ex)</b> An abysium golem is immune to any spell or spell-like ability that allows spell resistance, unless the spell specifically lists constructs in its Targets entry. In addition, certain spells and effects function differently against the golem, as follows. <ul><li>If targeted with <i>remove radioactivity</i>, the abysium golem is slowed (as the slow spell) for 3 rounds (no save), but if the caster also succeeds at a caster level check against the DC of the golem’s radioactive aura, the golem is also flat-footed and off-target for the same duration.</li> <li>The <i>irradiate</i> spell ends any slow effect on the golem, and it regains a number of Hit Points depending on the radiation level (2d8 for low, 4d8 for medium, 6d8 for high, and 8d8 for severe). If the amount of healing would cause the golem to exceed its maximum Hit Points, it gains any excess as temporary Hit Points.</li></ul></p>

Description