Neutronium Golem
Source: Alien Archive 3
CR: 6 XP: 2,400
N Large construct (magical, technological)
Init.: +2 Senses: darkvision 60 ft., low-light vision Perception: +13
Defense
HP: 90
EAC: 18 KAC: 20
Fort: +6 Ref: +6 Will: +3
Offense
Speed: 30 ft.
Melee: slam +17 (1d8+11 B; critical knockdown)
Offensive Abilities: berserk
Statistics
Str: +5 Dex: +2 Con: — Wis: +0 Int: — Cha: -2
Skills: Stealth +13
Ecology
Environment: any
Organization: solitary or gang (2–4)
Special Abilities
<p><b>Berserk (Ex)</b> When a neutronium golem takes damage that reduces it to half its maximum Hit Points or fewer, and whenever it takes damage while it has half its maximum Hit Points or fewer, it must attempt a DC 13 Will saving throw. 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 13 Will saving throw 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/><br/> <b>Comm (Ex)</b> A golem can receive wireless communications (and thus commands from its creator) at planetary range.<br/><br/> <b>Light Immunity (Ex)</b> A neutronium golem does not interact with visible light, so it is immune to laser weapons or any other attack based on visible light. In any area of dim, normal, or bright light, a neutronium golem is invisible.<br/><br/> <b>Magic Immunity (Ex)</b> A neutronium 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 the golem is inside the area of a control gravity spell used to increase gravity and fails its saving throw, instead of the usual effects of the spell, the golem becomes Tiny (reducing its space and reach to 2-1/2 ft.) and sinks partially into the ground, becoming pinned for the duration of the spell.</li> <li>If the golem is inside the area of a control gravity spell used to reverse gravity or create an area of zero-g and fails its saving throw, in addition to the normal effects of the spell, it partially loses its humanoid shape as it becomes Huge (increasing its size and reach to 15 ft.) for the duration of the spell. In this state, it is staggered.</li> <li>The golem automatically fails its saving throw against discharge and greater discharge but has a unique reaction to these spells. Discharge and the area discharge effect of greater discharge heal the golem for 5d8 Hit Points; the targeted discharge effect of greater discharge heals it for 11d8 Hit Points.</li> <li>The golem can be targeted with a recharge spell, but this spell has a unique effect upon it. If the golem fails its saving throw, it loses its immunity to electricity and light, becoming visible as a creature of highly reffective metal for 2d4 rounds.</li></ul></p>