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Golem, Iron

Iron Golem Creature13

Uncommon N Large Construct Golem Mindless

Senses Perception +21; darkvision

Skills Athletics +30

Str +8, Dex -1, Con +4, Int -5, Wis +0, Cha -5

AC 34; Fort +26, Ref +21, Will +22

HP 190; Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, Healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine)

Golem Antimagic harmed by acid (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by electricity

Vulnerable to Neutralize Poison Casting neutralize poison on the golem deactivates its Breath Weapon for 1 minute.

Vulnerable to Rust Magical rusting effects, like a rust monster’s antennae, affect the iron golem normally.

Speed 20 feet

Melee [one-action] fist +28 (magical, reach 10 feet), Damage 3d10+12 bludgeoning

Breath Weapon [two-actions] (arcane, necromancy, poison) The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem’s squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem’s poison. The golem can’t use its Breath Weapon again for 1d4 rounds.

Inexorable March [one-action] The iron golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem’s fist.

Iron Golem Poison (poison); Any drained value from this poison is reduced by 1 every hour.; Saving Throw DC 33 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round).


An iron golem can be melted down for scrap or traded to fire giants for repurposing into armor for a Large creature.

Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don’t rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren’t destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents.

Adamantine Golem

Crafted from a nigh-indestructible metal of great rarity, adamantine golems can’t be destroyed except by the most powerful foes. Crafting an adamantine golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane.

The incredible amount of adamantine necessary to create a single adamantine golem is worth more than many nations’ treasuries. The powerful heart of an adamantine golem can be turned into a legendary forge for blacksmithing.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.