Follow TV Tropes

Following

Characters / Pathfinder Constructs

Go To

Index | Playable Races | Monsters (Humanoids | Animals | Beasts | Plants | Fungi | Fey | Dragons | Aberrations | Constructs | Oozes | Undead | Spirits | Elementals | Ethereal | Shadow | Vitality | Void | Dream | Time | Astral | Celestials | Monitors | Fiends)

This page is part of the character sheet for Pathfinder, covering Construct creatures.

The constructs' main unifying characteristic is that they're built rather than born, starting their existences as collections of non-living matter brought to awareness and motion by powerful magic, advanced science or a mixture of the two. Although they can be built out of the remains of living creatures, they're distinguished from the undead chiefly by being animated by positive energy in some form or another.

Most constructs are not truly alive in the strict sense of the term — they have no souls, free will or self-awareness, existing as limited automata capable only of obeying instructions. This is not a universal rule, however, and many advanced constructs can be far more intelligent than organic beings.

To see the tropes for constructs in Starfinder, see Starfinder Constructs.


    open/close all folders 

    Constructs in General 
  • The Ageless: As they're not really alive they don't age and can remain functional almost indefinitely unless destroyed.
  • Deliberate Injury Gambit: A construct modification called Shatter Stash allows for this. Critical hits against the construct rupture hidden reservoirs in their body and release their contents. Said contents can include freezing mist, toxic gas, pressurized acid, or gasses that explode when mixed with air.
  • Equippable Ally: The Construct Limb modification, which can only be applied to Small or Tiny constructs, allow someone to slip it over their arm and use any of its abilities.
  • Geometric Magic: When creating constructs, casters can integrate one or more runic spell triggers into them.
  • Killed Off for Real: Because they're not actually alive, they're destroyed immediately upon reaching 0 hit points and cannot be resurrected.
  • The Needless: They have no need to breath, eat, or sleep.
  • No-Sell: All constructs are immune to mind-effecting affects, disease, death effects, necromancy effects, paralysis, poison, sleep effects, stunning, ability damage, ability drain, fatigue, exhaustion, energy drain, and nonlethal damage.
  • Powered Armor: The construct modification Construct Armor ability allows a construct to be worn as armor.
  • Seeing Through Another's Eyes: The Crafter's Eyes construct modification adds a set of crystalline eyes that the creator can scry through without a chance for failure.

Construct Groups

Particular Groups

    Animated Bones 
Level: -1 (chattering jaws, floating femur), 1 (phalanx of phalanges, scrabbling ribcage)
Alignment: True Neutral

  • Bad with the Bone: Floating femurs make handy weapons for those who manage to grab hold of them.
  • The Berserker: If impeded on its path or if it takes damage, a phalanx of phalanges goes permanently berserk, attacking nearby creatures to the best of its ability.
  • Dem Bones: Animated bones are mindless constructs commonly mistaken for undead. In truth, they have no connection to necromancy, and their creator must take care to avoid disturbing lingering souls connected to the bones. Generally, the bones used to belong to creatures who were properly laid to rest or passed away long ago.
  • Flying Face: Chattering jaws are animated skulls that usually serve no purpose other than unnerving people by clicking their teeth together.

    Artificial Intelligence 
Level: Varies (+1 when in aggregate)
Alignment: Any

Among the most marvelous of technological wonders are artificial intelligences. Each Artificial Intelligence has its own personality and interests, but its actual ability to interact with the world requires a being installed into a host robot or structure. When one finds itself in need of a physical presence it may be in a position to take over the form of a robot and create an aggregate.


  • Cores-and-Turrets Boss: Assuming an artificial intelligence isn't The Unfought due to its lack of defenses in wherever it keeps its main processors, this is how the fight will go, potentially with some Mook Maker or Flunky Boss thrown in.
  • Death of Personality: If an artificial intelligence downloads itself wholly into a robot, it completely erases all traces of the robot's original personality and memories.
  • Fusion Dance: A aggregate combines the best of the robot's physical capacity and the artificial intelligence's mind. It keeps the feats, defensive abilities, special attacks, languages, and skills of both. The skills are the only thing that don't combine, as the bonuses don't stack, so instead it keeps the highest skill bonus in any particular skill between the robot and the Artificial Intelligence.
  • Mechanically Unusual Fighter: An Artificial Intelligence isn't the kind of enemy you can fight directly. Instead it works through traps and structures it controls, minions it guides, or even robots it controls directly. They're unique enough that their creature type is actually "artificial intelligence" instead of any of the normal types, which are otherwise strictly held to. They're only on the construct page because that's what they're considered according to effects that target creature type.
  • Villain Override: When an AI finds itself in need of a body, it can completely take over a robot minion.

    Automaton 
Alignment: Lawful Neutral

In the twilight years of the Jistka Imperium, a group called the Artificer Conclave sought to preserve their empire. Their solution was automatons, fusions of a construct's form with a mortal soul to provide beings with the power to save their nation. Though their attempts failed the automatons live on, both on Golarion and other planes.

Since 'standard' (champion, stalker and sharpshooter) automatons are a playable ancestry, their tropes are found on Pathfinder Playable Races.


  • Logical Weakness: As they're powered by a mortal soul and mind, they aren't immune to mind-altering effects.
  • Lost Technology: The secret to making them is long gone. A shame too, as the people who made soulbounds would probably have loved to know the secret.
  • No-Sell: All are immune to electricity.
  • Promoted to Playable: In 2e, they've been depowered and demystified somewhat, to the point that they are a playable ancestry.

Familiar Automaton

Level: 2
Size: Tiny

  • Animal Mecha: Most familiar automatons were made in animal shapes such as birds, dogs, snakes and especially cats.
  • Ascended Glitch: Each of a familiar automaton's cores leaks a minimal amount of energy that manifests as a disease known as arcane fever. Originally a flaw, it eventually became a standard feature.

Master Automaton

Level: 20
Size: Huge

  • Cannibalism Superpower: All master automatons can detect and destroy automaton cores, an ability developed in case it became necessary to stop rogue automatons. In doing so, the master automaton absorbs the destroyed core's energy, which empowers the master.
  • Position of Literal Power: The highest-ranking leaders of the Artificer Conclave reserved the most powerful automaton frames for themselves, intent on using their power to keep other automatons, including other masters, in check.
  • Ray Gun: A master automaton can focus the energy in its core to fire a line or cone of energy.
  • Resurrective Immortality: A master automaton is able to reconstruct itself if its body is destroyed but its core remains intact.

    Clockwork 
Alignment: True Neutral

Halfway between golems and robots, clockwork creatures combine intricate internal mechanisms with a magical power source.


  • Clockwork Creature: Clockwork constructs are constructed with a combination of magic and precise technologies dependant upon the internal churning and turning of thousands of intricate springs, screws and gears. For a clockwork to act, it must be wound with a unique key by another creature; when the winding's time limit expires, it becomes unaware of its surroundings and can't act until wound again.
  • Cybernetic Mythical Beast: Clockworks include mechanical versions of fiends, angels, dragons and leviathans.

Clockwork Spy

Level: -1
Size: Tiny

  • Cyber Cyclops: A clockwork spy only has one single oversized eye.
  • Defeat Equals Explosion: Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed.
  • Spy Bot: Clockwork spies are used as reconnaissance robots.

Clockwork Hunter

Level: 0
Size: Small

  • Mecha-Mooks: In Alkenstar, clockwork hunters are employed to hunt for vermin in sewers and businesses that tend to attract them.

Clockwork Songbird

Level: 0
Size: Tiny

  • Animal Mecha: The clockwork songbird is a mechanical bird that sings songs from its complex clockwork voice box.

Clockwork Familiar

Level: 1
Size: Tiny

  • Familiar: These clockwork constructs are specifically built by spellcasters to serve as their familiars.

Clockwork Handler

Level: 1
Size: Medium

  • Effective Knockoff: The clockwork handler was devised as a cheaper, budget-friendly version of clockwork soldiers, which are often too expensive to employ in numbers.

Clockwork Servant

Level: 2
Size: Medium

  • Mr. Fixit: Clockwork servants excel at repairing themselves and other clockworks on the battlefield.

Clockwork Brewer

Level: 3
Size: Medium

  • Force Feeding: A clockwork brewer can force feed a creature it has grappled whatever liquid is in the clockwork brewer's tank.

Clockwork Goblin

Level: 3
Size: Small

  • Blade Below the Shoulder: One of a clockwork goblin's arms ends in an integrated dogslicer or horsechopper.
  • Eye Beams: A clockwork goblin can unleash a fiery beam from its eyes.
  • Made of Explodium: Due to its shoddy and slapdash construction, when a clockwork goblin's hit points are reduced to 0, it bursts into an explosion of shrapnel and flames.

Clockwork Door Warden

Level: 4
Size: Medium

  • Gate Guardian: The clockwork door warden serves the role of a gatekeeper or a greeter, and its strength also enables it to repel unwanted visitors.

Clockwork Fabricator

Level: 4
Size: Medium

  • Do-Anything Robot: The clockwork fabricator is a one-size-fits-all construction companion that can be programmed to perform up to two simple, repetitive tasks. After finishing a certain task, the same machine can be unwound, updated with a new modular arm or two, and then re-wound and given new instructions.
  • Job-Stealing Robot: Groups of destitute workers have been protesting the overuse of clockworks in the day-to-day workforce. They claim workplace injuries are up for those who can get a job, while others have entirely lost their positions to automated workers.

Clockwork Disposer

Level: 5
Size: Small

  • Improvised Weapon: Created to dispose of trash, many clockwork disposers are designed with built-in furnaces, which they use to quickly incinerate collected refuse and belch it at foes.

Clockwork Hound

Level: 5
Size: Small

  • Canine Companion: Clockwork hounds are artificial approximations of actual dogs that operate much like their living counterparts, usually in the company of similarly tasked clockworks such as soldiers and guardians.
  • The Nose Knows: Like real dogs, clockwork hounds excel at tracking by scent.

Clockwork Soldier

Level: 6
Size: Medium

  • Mecha-Mooks: Clockwork soldiers are created to serve as mindless, mechanical troops.
  • Multi-Melee Master: A clockwork soldier is proficient with all simple and martial weapons.

Clockwork Steed

Level: 6
Size: Large

  • Animal Mecha: Clockwork steeds are made in the shape of horses and intended to be ridden.
  • Knightly Lance: A clockwork charger has a pivoted latch large enough to support a lance, and is specially equipped for enhancing mounted charges or making such charges without a rider.

Clockwork Gunslinger

Level: 7
Size: Medium

  • Arm Cannon: One of a clockwork gunslinger's arms ends in an integrated clockwork pistol.

Clockwork Overseer

Level: 7
Size: Medium

  • Explosive Overclocking: A clockwork overseer can overclock another clockwork creature within its reach, impelling it to exceed its performance limitations. An overclocked creature takes damage, expends 1 full day of activity stored by its winding ability, and gains a benefit selected by the clockwork overseer.
  • Grew Beyond Their Programming: Under rare circumstances (especially involving areas of sustained magical energy) an overseer can independently learn new tricks or even develop self-awareness.

Clockwork Guardian

Level: 8
Size: Medium

  • Barrier Warrior: A clockwork guardian can unfold its shield to form a metal barrier, duplicating the effects of a wall of iron spell.
  • Luckily, My Shield Will Protect Me: Dedicated to the art of defence, a clockwork guardian carries a heavy shield that cannot be disarmed or sundered.

Clockwork Serpent

Level: 8
Size: Large

  • Beware My Stinger Tail: In rattlesnake mode, a clockwork serpent can rattle its tail, then snap it like a whip to create a blast of sonic energy.
  • Transforming Mecha: The clockwork serpent can transform between three different modes: rattlesnake, constrictor and cobra.

Clockwork Sphinx

Level: 8
Size: Large

  • Defeat Equals Explosion: When a clockwork sphinx is reduced to 0 Hit Points, it collapses and emits a steady ticking sound, then explodes into shrapnel.

Clockwork Buccaneer

Level: 9
Size: Medium

  • In a Single Bound: Clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships.

Clockwork Mage

Level: 9
Size: Medium

  • Magic Wand: A clockwork mage has a crystal wand set into its chest, which allows it to channel the power of a wand into arcane powers.

Clockwork Excavator

Level: 10
Size: Huge

  • Improvised Weapon: Although it is designed to search for ore in mine shaft, unscrupulous owners might store iron in a clockwork excavator's headpiece and unleash it on a populated area, turning this industrial clockwork into an impromptu weapon as it attempts to feed steel items into storage, with their owners still attached.
  • Throw Down the Bomblet: A clockwork excavator can create and throw alchemical explosives that aid it in clearing particularly dense areas of rock.

Clockwork Snail

Level: 10
Size: Large

  • Animal Mecha: Clockwork snails are war machines in the shape of giant armored gastropods.
  • Poisoned Weapons: A clockwork snail can release a noxious trail of poisonous ooze, coating any surface it treads upon with viscous liquid eidite.
  • Wall Crawl: A clockwork snail's tracks allow it to climb even sheer surfaces with ease.

Clockwork Vivisectionist

Level: 10
Size: Medium

  • They Would Cut You Up: Clockwork vivisectionists have a single purpose—to examine the inner workings of living humanoids—and approach this task with a cold, insatiable curiosity. Their chests contain an assortment of syringes loaded with poisons, and their misshapen arms end in vicious surgical implements, often caked with dried blood and bits of gore.
  • Two-Faced: A clockwork vivisectionist's head has three faces, each facing a different direction, allowing it to see in every direction at once.

Clockwork Priest

Level: 11
Size: Medium

  • Undying Loyalty: Clockwork priests carry out commands with unquestioned loyalty, and are willing to sacrifice themselves for their missions.

Clockwork Leviathan

Level: 12
Size: Huge

  • Breath Weapon: A clockwork leviathan can breathe a powerful jet of scorching steam that functions equally well above and under water.

Clockwork Puppeteer

Level: 12
Size: Large

  • Dead Guy Puppet: Clockwork puppeteers are capable of infesting corpses with tiny clockworks and controlling them like puppets. Mechanically, they behave like zombies that are treated as constructs instead of undead.
  • You Will Not Evade Me: The clockwork puppeteer can use its string to grab creatures and pull them towards it.

Clockwork Assassin

Level: 13
Size: Medium

  • Blade Below the Shoulder: One of a clockwork assassin's arms ends in an integrated rapier.
  • Cyber Cyclops: A clockwork assassin has a single eye at the center of its face.
  • Healing Factor: A clockwork assassin repairs damage dealt to itself swiftly, and can bolster this healing once per day.
  • Smoke Out: A clockwork assassin comes with a smoke bomb launcher.

Clockwork Nautiloid

Level: 14
Size: Huge

  • Anti-Magic: Magical ray attacks that hit a clockwork nautiloid's curved shell are harmlessly deflected and have no effect.
  • Combat Tentacles: A clockwork nautiloid has many gripping tentacles, and can usually use four of them in combat along with its snapping bite.

Clockwork Angel

Level: 15
Size: Medium

  • Light Is Not Good: Despite their appearance, clockwork angels are mindless constructs, not intrinsically agents of goodness. Certain evil sects enjoy the irony of constructing clockwork angels to guard profane temples.
  • Spell Blade: When initially created, a clockwork angel is granted the ability to infuse a single wielded masterwork melee weapon with magical power. The weapon loses its magical infusion as soon as the clockwork angel drops it or is destroyed.

Clockwork Cannoneer

Level: 15
Size: Huge

  • Arm Cannon: Two cannon-arms swing at the sides of a clockwork cannoneer.
  • Fire-Breathing Weapon: A clockwork cannoneer's cannon can spew flames like a flamethrower.

Clockwork Dragon

https://static.tvtropes.org/pmwiki/pub/images/clockwork_clockworkdragon.png
Level: 16
Size: Huge

  • Acid Attack: Some clockwork dragons are equipped with an internal fountain of caustic liquid.
  • Breath Weapon: Like their living counterparts, clockwork dragons possess a breath weapon.
  • Siege Engines: Destroyer clockwork dragons are used as highly mobile and powerful siege engines. When on solid ground, it can move its gears to pull its wings apart and to rise up as a heavy bombard.
  • Stealthy Colossus: Infiltrator clockwork dragons are more subtle and nimble than other clockwork dragons. Their parts are coated with a black, noise-dampening resin, and they are infused with magic allowing them to become invisible.

Clockwork Fiend

Level: 17
Size: Medium

  • Flaming Sword: When a clockwork fiend makes two successful claw attacks against the same target in 1 round, its claws ignite into an explosive blast of fire.
  • Wreathed in Flames: When it enters overdrive mode, a clockwork fiend can choose to wreath itself in an aura of fire that burns nearby foes.

Clockwork Goliath

Level: 19
Size: Gargantuan

  • Arm Cannon: One of a clockwork goliath's arms ends in an integrated cannon.
  • Defeat Equals Explosion: When a clockwork goliath's hit points are reduced to 10% or less but are still above 0, it self-destructs on its next turn, bursting into an explosion of metal scraps and steam.
  • Humongous Mecha: The clockwork goliath towers over most creatures and buildings, standing at a height of 45 feet and weighing over 100 tons.

Clockwork Amalgam

Level: 20
Size: Large

  • Heal Thyself: A clockwork amalgam can recalibrate its internal structure to shed damaged components and replace them with new ones, giving up one of its five melee attacks to restore its own HP.
  • Multi-Armed and Dangerous: Most clockwork amalgams have five appendages tipped with integrated weapons.

Clockwork Clock Tower

Level: 20
Size: Gargantuan

  • Clock Tower: These clock towers have been reconfigured as animated clockworks.
  • Time Master: A clockwork clock tower can rotate slices of time, quickening other creatures or knocking them out of time. Engineers who develop clockwork clock towers often draw unwelcome attention from creatures who protect the flow of time and don't like mortal machines meddling with it.

Steam-Powered Clockwork


  • Loud of War: A steam-powered clockwork can unleash a loud blast of sound that deafens targets.

    Colossus 
Alignment: True Neutral
Level: 14 (sphinx), 16 (flesh), 17 (wood), 19 (stone), 21 (iron)
Mythic Rank: 4 (sphinx), 6 (flesh, wood), 7 (stone), 8 (iron)
Size: Gargantuan

Powerful and complex constructs animated using a soul-like elemental spirit.


  • Anti-Magic: Colossi inherently suppress almost all magic from being in their proximity, except for specific types tied to the colossus' working — sphinx colossi allow divination magic, flesh colossi allow electricity-based magic and necromancy, wood colossi permit light- and plant-based magic, stone colossi allow the use earth-based magic, and iron colossi permit fire-based magic.
  • Asteroids Monster: In its alternate form, a flesh colossus splits into four smaller flesh golems.
  • Body of Bodies: Flesh colossi are made up of enormous amounts of dead bodies lashed to one another.
  • Energy Absorption: Iron colossi targeted by fire-based attacks absorb the heat into themselves, healing their frames from damage instead of being hurt.
  • Heal Thyself: Stone colossi can expend one use of mythic power to give themselves fast healing.
  • It Can Think: The immense magical power used in creating them and of the elemental spirits needed to animate their immense frames mean that colossi come much closer to having true souls than any other constructs, and thus possess far more willpower and intelligence than any golem or clockwork being. Consequently, beyond proving much more canny in battle than someone used to fighting mindless golems might expect, leading a colossus requires far more effort than direct other constructs, and they are prone to going rogue if mistreated or neglected.
  • Living Statue: Sphinx colossi are pseudo-Egyptian sphinx statues given animated almost-life of their own.
  • One-Steve Limit: Outside of sharing the same name and titanic size, these creatures have very few similarities with Starfinder colossi (the former are mythic constructs, the latter are malicious, destructive living monsters).
  • Our Sphinxes Are Different: Sphinx colossi are direct, stony expies of the Great Sphinx that can stand up and move about.
  • Tank-Tread Mecha: Like all colossi, iron colossi have an alternate form they can shift into besides their basic humanoid one: in their case, they can turn their legs into spiked caterpillar treads, which nearly doubles their maximum speed, makes them impossible to trip and allows them to trample with impunity over anything in their path.

    Golem 
Alignment: True Neutral

Figures crafted out of more-or-less any material and animated with arcane energy.


  • Chuck Cunningham Syndrome: Golems as a construct family stopped existing in the Remaster. Individual construct types that were formerly classified as golems are now completely independent creatures with no overarching connections between each other.
  • Flesh Golem: Naturally, the Trope Namer is present, as well as Carrion, Bone and even Fossil Golems.
  • Golem: Of so many types. Golems can be built out of almost any material, from clay, wood and iron to mythril, fossils and interlocking masks. They're created by binding an earth elemental into a pre-built body, and thereafter act as utterly loyal and utterly mindless servants of whoever created them.
  • No-Sell: All golems are immune to the effects of most magic, though always with a few exceptions depending on their composition.
  • Underground Monkey: So many different varieties of Golem exist that trying to list them all would be an exercise in futility. Theoretically, a golem can be built of any material imaginable, although of course the list of useful golem materials isn't quite as long.

Energized Golem

Level: Base creature +2
Size: Any

Golems infused with the raw elemental power of the spirit powering it. This template can only be applied to golems.


  • Blow You Away: The aura of an air infused golem is constantly treated like it's windy and deals an bonus amount of bludgeoning damage equal to the electricity damage dealt with its aura due to the forceful winds.
  • Deadly Gas: An earth energized golem has an aura of caustic mist that damages all nearby creatures and once per hour can cause the mist to cling to creatures for extra damage. Breathing it in also exposes one to a deadly poison that damages all physical ability scores as it eats away at you from the inside out.
  • Elemental Powers: Energized golems are infused with elemental energy, which has a different energy type relating to damage: acid for earth, cold for water, electricity for air, and fire for fire.
  • Harmless Freezing: Averted with water energized golems. Their cold aura deals bonus nonlethal damage equal to the cold damage dealt. Additionally, taking any of this nonlethal damage makes a creature fatigued, and an already fatigued creature becomes exhausted. All in all, most people fighting a water energized golem collapse unconscious without it even having to lay a finger on them.
  • Elemental Punch: Its melee attacks deal extra energy damage of a type determined by their elemental alignment.
  • An Ice Person: Water-energized golems deal cold damage to all creatures in an aura around them and can entangle all creatures in the aura once an hour as ice cakes over their bodies.
  • No-Sell: They gain immunity to the energy type associated with their energizing spirit.
  • Playing with Fire: Fire energized golems deal fire damage to all creatures and items in an aura around them and can knock foes in the aura flat with a blast of heat once per hour.
  • Shock and Awe: Air energized golems electrocute all creatures in an aura around them and can stun every creature in their aura once per hour.

Fiend-Infused Golem

Level: Base creature +2
Alignment: Neutral Evil
Size: Any

Golems that have been fused with fiends for greater power.


  • Achilles' Heel: Spells meant to banish or suppress summoned outsiders can temporarily negate the powers of the bound fiend, but this comes at the cost of making it more likely to go berserk.
  • The Berserker: Every round in combat adds a 2% chance of the fiend infused golem going berserk and attacking anything nearby, while any spell that temporarily suppresses the bound fiend adds another 20%.
  • Evil Is Not a Toy: Fiend infused golems essentially bind pure manifestations of evil to use as batteries. This leads to a great deal of collateral damage and unneeded casualties as the fiends make their influence known. In the words of one of Cheliax's golem engineers:
    "It’s almost as if the fiends resent being forced to toil in such a fashion. And so, after long deliberation, I’ve come to the conclusion that binding evil creatures into our golems may have been an ill-advised choice after all."
  • Hellfire: All fiend infused golems gain a hellfire touch, even those whose fiend isn't from Hell.
  • It Can Think: Not much more than an animal can, but by golem standards that's pretty damn smart.
  • No-Sell: Completely immune to fire, regardless of the base golem. Depending on the type of golem it was made from, this may erase most of its weaknesses.
  • Sealed Evil in a Can: Every single one is a walking can for the fiend trapped inside.
  • Sour Supporter: Sullen and bitter when receiving commands, but they do ultimately follow them.
  • The Speechless: They can understand several languages from both the Material and Outer Planes, but can't speak.

Wax Golem

Level: 3
Size: Medium

  • Kill and Replace: If a sentient wax golem ever encounters the person it is modelled after, it attempts to assassinate that person and take their place.

Carrion Golem

Level: 4
Size: Medium

  • Flesh Golem: Carrion golems are made from the fresh remains of recently dead animals.

Junk Golem

Level: 4
Size: Medium

Golems made from whatever's lying around.


  • Homemade Inventions: It says something about either a person or their circumstances if they have the know-how to make a golem but only have the resources to make a junk golem.
  • Improvised Golems: While they have some expense in construction due to the alchemical reagents necessary to make them, they're generally just built out of whatever worthless rubbish their creator happened to have lying around.

Mask Golem

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mask_golem.PNG
Level: 4
Size: Medium

Golems made from many masks used by Razmiran clergy.

Their stats can be found in Masks of the Living God or online here.


  • Boss in Mook's Clothing: Mask golems are quite powerful for their listed challenge rating, enough that the Pathfinder source reference document website annotated their stats with a warning to GMs to be careful using them.
  • Mask of Power: A mask golem is literally nothing but these. They can also force these masks onto others to take control of them or deprive them of all their senses.

Ice Golem

Level: 5
Size: Medium

Blood Golem

Level: 6
Size: Medium

  • Blob Monster: A blood golem is a mass of animated blood that can creep like an ooze.

Wood Golem

Level: 6
Size: Medium

  • Weak to Fire: As their material would indicate, wood golems are vulnerable to fire.

Bone Golem

Level: 8
Size: Large

  • Ballistic Bone: A bone golem can throw some of its bones at a creature. Upon impact, these bones magically duplicate and form a cage surrounding struck creatures.
  • Underground Monkey: The equine bone golem is a variant constructed from the skeleton of a large horse, whose hooves are weighted with stone or metal to deliver devastating stomp attacks.
  • Walking Ossuary: Bestiary 4 depicts the Bone Golem as a vaguely bipedal mass of jumbled bones and skulls.

Glass Golem

Level: 8
Size: Large

  • Attack Reflector: A glass golem can align its internal structure to enhance its resistance to magic and reflect spells.

Marrowstone Golem

Level: 8
Size: Large

  • Amplifier Artifact: Marrowstone golems exude a necrotic aura which empowers undead, particularly ghouls and ghasts.

Coral Golem

Level: 9
Size: Large

  • Body of Bodies: Coral golems are constructs made entirely of colonies of living coral drawn from the ocean.

Sand Golem

Level: 9
Size: Large

  • Melee Disarming: In melee combat, a sand golem can disarm foes by catching their weapon in its churning sands.
  • Quicksand Sucks: A quicksand golem can create quicksand patches in natural, unworked terrain. Creatures still stuck in the quicksand after its duration ends are immediately shunted to the normal surface of the terrain in which the quicksand was created.

Lead Golem

https://static.tvtropes.org/pmwiki/pub/images/lead_golem.jpg
Level: 10
Size: Large

Golems made from lead with significant power against divination effects.


  • Antimagic: Any divination spells cast within 60 feet of a lead golem automatically fail.
  • Deadly Gas: Any attack that successfully damages a lead golem triggers its retributive miasma ability, creating a cloud of lead particles around it that damage any creature that inhales them.
  • Infernal Retaliation: For acid rather than fire. Any acid attack against an obsidian golem doesn't hurt it, but does coat it with acid to add extra damage to its slam attacks for several rounds.
  • Logical Weakness: Spells to create wind or negate poison counter its retributive miasma ability.
  • Metallic Motifs: Lead, naturally. Slow and dumb, but heavy and hard to budge when going up against one.
  • No-Sell: Completely immune to acid rather than simply immune to spells that deal acid damage.
  • Tinfoil Hat: The magical version, preventing divination spells from being used nearby However, this only prevents spells in the aura from working rather than countering their effects, so divination spells with a greater range can still be used from outside the aura on targets within it.

Magnetite Golem

Level: 10
Size: Large

  • You Will Not Evade Me: A magnetite golem emits a magnetic field, which forcefully pulls metallic objects closer, including creatures carrying or wearing metal.

Crystal Golem

Level: 11
Size: Large

Panthereon

Level: 11
Size: Large

  • Animorphism: An esteemed panthereon can take the form of a black house cat at will, allowing it to guard a location without being seen as an obvious sentry.
  • Eye Beams: A panthereon can unleash a beam of blinding light from its eyes.
  • Power Copying: If a spell bearer panthereon's creator casts a spell within 60 feet of the panthereon, the golem may mirror its creator and cast the same spell.
  • Tracking Spell: A true hunter panthereon can always detect the presence and location of its target so long as the target is within 1 mile.
  • Wound That Will Not Heal: The damage a panthereon deals doesn't heal naturally and resists magical healing.

Robot Golem

Level: 11
Size: Large

  • Improvised Golems: When robots are damaged beyond the abilities of Numerian technologists to repair, salvagers sometimes animate their frames via magic rather than science, turning them into golems.
  • Improvised Weapon: A robot golem can use its nonfunctioning batteries to release a pulse of electrical energy held within.

Clockwork Golem

Level: 12
Size: Large

  • Defeat Equals Explosion: When a clockwork golem is destroyed, it explodes in a shower of razor-sharp gears and debris.

Obsidian Golem

Level: 12
Size: Large

Golems made from obsidian that often serve to dissuade tomb raiders.


  • Achilles' Heel: The spell stone to flesh suppresses an obsidian golem's damage resistance, magic immunity, and the bleed effect of their claws for one round.
  • Infernal Retaliation: Fire damage sharpens an obsidian golem's claws, expanding their critical hit range and inflicting extra bleed damage.
  • Lean and Mean: Obsidian golems tend to be thin and are equally nasty to fight.
  • Rock Monster: A humanoid figure made out of jagged obsidian.
  • Spikes of Doom: An obsidian golem's body is covered in juts and blades of obsidian that damage anything that tries to grab it or hit it with an unarmed or natural attack.
  • Spike Shooter: They can spray obsidian shards to shred anything in a 30 foot cone.
  • Status Effects: All of their attacks inflict the bleed condition.
  • Taking You with Me: When destroyed, an obsidian golem explodes into a blast of razor sharp shards.
  • Wolverine Claws: Their main form of attack.

Inubrix Golem

Level: 14
Size: Huge

  • Breath Weapon: An inubrix golem can expel a cone of yellowish gas.
  • Sickly Green Glow: The entire body of an abysibrix golem is infused with a green-blue glow.

Shadow Golem

Level: 14
Size: Large

  • Casting a Shadow: A shadow golem constantly exudes an aura of eerie shadowy illumination.
  • Glowing Eyes: The facial features of all shadow golems are indistinct, with the exception of two glowing eyes that are difficult to spot.

Cannon Golem

Level: 15
Size: Huge

  • Bottomless Magazines: A cannon golem's extradimensional pockets constantly process black powder, so it never runs out of ammunition.

Gold Golem

Level: 15
Size: Huge

  • Random Effect Spell: The effect of the gold golem's ray of prismatic energy is randomly determined for each target.

Dragonhide Golem

Level: 16
Size: Huge

  • Breath Weapon: A dragonhide golem has a breath weapon depending on the species of dragon(s) whose head(s) were grafted onto the golem.
  • Flesh Golem: A dragonhide golem's body is built from the corpse of a giant and grafted with draconic body parts.
  • Tail Slap: Some dragonhide golems have a tail powerful enough to provide a secondary attack.

Mithral Golem

Level: 16
Size: Huge

  • Blob Monster: A mithral golem's body can take on a form like liquid silver, allowing i to move through any crack or hole, no matter how small.

Behemoth Golem

Level: 17
Size: Gargantuan

  • War Elephants: Behemoth golems are shaped like mammoths with a castle attached to their back, which can be manned like a howdah.

Ioun Golem

Level: 17
Size: Large

Golems constructed by the Azlanti Empire specifically to interface with ioun stones.


  • Achilles' Heel: The spell shatter damages ioun golems as if they were made of crystal and has a chance to dislodge some of their ioun stones, telekinesis can be used to steal their implanted ioun stones, and mage's disjunction prevents them from getting any use out of ioun stones for an hour.
  • Bling of War: Their bodies contain large quantities of silver and platinum.
  • Crippling Overspecialization: Their power and capabilities depend on ioun stones. Deprived of such stones to insert into their sockets, they lack power and versatility. On the other hand, an ioun golem can significantly prepare itself for a specific threat if given the right ioun stones to work with.
  • Discard and Draw: An ioun golem can temporarily loose the benefits of one of its implanted ioun stones in order to cast an upgraded version of magic missile.
  • Lost Technology: The secrets of making them are long lost and a grand total of three are know to exist in the current setting. Even among the aboleths, who created them in the first place and still know the secret, having one is considered to be a rare and enviable status symbol.
  • Magitek: They work by "electro-thaumaturgy".
  • Mook Carryover: Of a sort. The rare surviving ioun golems no longer serve the missions left to them by their Azlanti masters but the aboleths, who were pulling the strings of the Azlanti the whole time.
  • Multi-Armed and Dangerous: Ioun golems have four arms to attack with.
  • Tron Lines: The brass lines of their bodies glow with energy when viewed by something that can perceive magic.

Noqual Golem

Level: 18
Size: Huge

  • Anti-Magic: Noqual golems impede magic by their mere presence, and their touch disrupts spells and magical constructs.
  • Energy Absorption: A noqual golem absorbs any spells that it dispels or blocks to heal itself.

Viridium Golem

Level: 18
Size: Huge

  • Poisoned Weapons: A viridium golem's sword can cause both disease and deep, bleeding wounds.

Adamantium Golem

Level: 19
Size: Huge

  • Healing Factor: An adamantine golem is nearly impossible to destroy. Even if reduced below 0 hit points, it enters repair mode and can only be permanently destroyed if decapitated using an adamantine vorpal weapon.

Quantium Golem

Level: 20
Size: Gargantuan

Golems created by Nex to guard Quantium.


  • Acid Attack: The emerald Quantium golem is charged with caustic power and flame.
  • Eye Beams: A Quantium golem's eyes can take on a brilliant glow and unleash an arc of destruction.
  • Gemini Destruction Law: In 2nd Edition, 24 hours after being destroyed, a Quantium golem magically reforms unless its twin golem is also destroyed.
  • Lost Technology: Nex was the only one who knew how to create them. With him gone, no one knows how to make more. Indeed, they are the only golems that don't have any rules for creating them.
  • Red/Green Contrast: There are only two Quantium golems. One is green and the other is red, and they have slightly different powers.
  • Single Specimen Species: Technically a two-specimen species. Only two Quantium golems are known to exist or to have ever been made.

Quintessence Golem

Level: 20
Size: Gargantuan

  • Soul-Powered Engine: A quintessence golem's animating spark is provided by the flow of souls through it into the Outer Planes and by the potential for life inherent in all quintessence, rather than an imprisoned elemental spirit.

    Harrowkin 
Alignment: True Neutral

  • Cards of Power: Harrowkin are manifestations of Harrow decks, usually created when a deck contains or is exposed to great magical power. The most powerful harrowkin take on the appearances of the figures on the cards, even believing that they embody these icons.
  • Grew Beyond Their Programming: Magical version. Most harrowkin do not possess souls or free will, and are forced into specific roles by their legacies. Ancient harrowkin, unlike their lesser kin, do have souls and possess their own agency, after millennia honing their powers over fate.
  • Stronger with Age: Ancient harrowkin are especially powerful, since they have had millennia to learn to control their magical abilities.

    Living Symbol 

Living Graffiti

Level: 3
Alignment: Chaotic Neutral
Size: Medium

A living graffiti is a painting or drawing that has come to life by way of strange magic.

Their 2nd Edition stats can be found in Extinction Curse: The Show Must Go On.


  • Living Drawing: Living grafitti are street art that was made living and mobile by magic.
  • Underground Monkey: The default stats are for a living graffiti made of oil, but others can be made of ink, chalk, blood, mud, and beeswax.

Living Rune

Level: 13
Alignment: Any
Size: Small

  • Combat Pragmatist: Living runes see the value of ambush, and often hide among other inscriptions, observing foes before striking.
  • Living Drawing: Primal living runes usually resemble animate carvings rather than lines of power or paint.

    Robot 
Alignment: True Neutral

The mysterious metal men of Numeria's Silver Mount.


  • A.I. Is a Crapshoot: Some serve the Technic League, some follow their own inscrutable programming or a corrupted version thereof, and some rampage madly across the land and can only be avoided.
  • Cyber Cyclops: If a robot has fewer than three eyes, it probably has only one.
  • Extra Eyes: If a robot has more than one eye, it probably has at least three. The evaluator robot, which is the only model designed to interact with pre-industrial societies, is the only one with two eyes.
  • It Can Think: Adventurers who go into battle against a robot expecting it to be as mindless as a golem are asking for trouble. Most robots are smarter than the average human.
  • Mechanical Insects: Arachnid robots are essentially dog-sized, mechanical scorpions, with a welding torch instead of a stinger and a pair of gripping claws.
  • No-Sell: Their AI systems are immune to mind-affecting magic.
  • Schizo Tech: They are literally made of it — the technological principles they are based on are utterly alien to the civilizations of Golarion, and completely beyond their ability to copy, understand or reverse-engineer.

Arachnid Robot

Level: 0
Size: Small

  • Made of Explodium: Under stress, an arachnid robot's plasma core can overload and explode in a fiery blast.
  • Mechanical Insects: Arachnid robots resemble dog-sized mechanical arachnids.
  • Plasma Cannon: Arachnid robots come equipped with a plasma welding torch.

Mannequin Robot

Level: 2
Size: Medium

  • Uncanny Valley: Mannequin robots were designed to both look and behave like humans, supposedly because humans would find the mannequins more comfortable to work next to than conventional robots. However, their inhuman behaviour, subtly wrong appearance, unnatural movement, and the unyielding cold of their synthetic flesh proved disturbing, and humans reflexively distrusted them, so the line was deemed a failure.invoked

Observer Robot

Level: 2, 10 (swarm)
Size: Tiny

  • Chameleon Camouflage: An observer robot's outer shell contains colour-shifting screens that allow it to blend into any background. Though not truly invisible, they are hard to pinpoint.
  • Spy Bot: Designed for reconnaissance, an observer robot is outfitted with a number of sensors, cameras and microphones that allow it to record events and transmit them to another location.

Repair Robot

Level: 2
Size: Medium

  • Mr. Fixit: Repair robots are technologically skilled robots capable of fixing all manner of machinery.

Collector Robot

Level: 3
Size: Medium

  • Killer Robot: Extermination robots are a variant of collectors that program themselves to track and annihilate a single type of creature.
  • Tracking Chip: A collector robot has integrated systems that allow it to tag and track creatures by implanting a tracking chip. They do so to observe and document the behaviours of wild creatures from afar.

Scrapyard Robot

Level: 3
Size: Medium

  • Heal Thyself: A scrapyard robot can use the inactive bodies of other robots to repair damage to itself.

Gearsman

Level: 4
Size: Medium

  • Cyber Cyclops: A gearsman has a glowing glass orb for an eye.
  • Machine Monotone: Gearsmen speak with shrill, oddly distorted speech devoid of emotion and nuance, and their voices are all eerily alike.

Terraformer Robot

Level: 7
Size: Large

  • Nanomachines: A terraformer can release a cloud of nanites to shape terrain.
  • Terraforming: Ten terraformers working in tandem over long periods of time can cause permanent changes to the local environment. A planet marked for permanent habitation might be surrounded by hordes of terraformers that form a hovering lattice around the globe.

Torturer Robot

Level: 8
Size: Small

  • Deflector Shields: A field of shimmering energy surrounds and protects a torturer robot.
  • Not the Intended Use: Since their job demands detailed knowledge of human anatomy and the capacity to revive a dying patient, some torturer robots also serve double-duty as field medics and surgeons.
  • Torture Technician: Torturer robots were built to extract information from prisoners by administering pain in a detached fashion, repeating questions over and over while their heuristic programming analyses the truth and completeness of responses.

Robotic Apprentice

Level: 9
Size: Medium

  • Robot Wizard: Robotic apprentices were created by the wizard Furkas Xoud to assist him and his work. In 1st Edition, their stat block is directly modified from that of the clockwork mage.
  • Shock and Awe: A robotic apprentice infuses its spells with electromagnetic energy.

Warden Robot

Level: 9
Size: Large

  • Attack Reflector: A warden robot is covered in a special shell that reacts explosively to powerful strikes. When it negates a critical hit from a melee weapon, the attacker takes an amount of fire damage equal to half of the damage dealt to the robot.
  • Brown Note: Warden robots constantly emit powerful infrasound waves which can debilitate living beings.

Director Robot

Level: 10
Size: Large

A director is a robotic overseer designed to maximize efficiency and command the loyalty of lesser automatons.


  • Combat Tentacles: Its best melee attack option in both damage and reach.
  • EMP: Once per day a director robot can unleash an electromagnetic pulse that damages any robots or creatures with cybernetic implants and drains technological items of charge. This bypasses any active force fields or similar effects, but doesn't harm other living creatures or the director robot.
  • Mook Lieutenant: Their job is essentially middle management, taking instructions from the actual bosses and breaking them down into immediate tasks and jobs to be performed.
  • Mook Medic: They can repair other robots as well as themselves.
  • Ray Gun: A director robot has a built-in laser rifle that it can fire once a round. In a realistic twist, transparent surfaces like glass and force effects provide no cover against these attacks, while things like smoke and fog provide cover and concealment where they wouldn't against a physical projectile, and invisible creatures outright can't be affected by them.
  • Villain Override: They can usurp control of otherwise functional robots, linking to the target's command processor to issue commands that they must follow to the best of their ability and granting bonuses to attacks and damage.
  • Wall Crawl: A combination of magnetic pads and electrostatic emitters in their feet allow director robots to climb and travel on vertical or horizontal surfaces without having to attempt Climb checks, even allowing them to traverse these surfaces while upside down.
  • Workaholic: They take something like comfort in hard work, and experience distress if kept from their duties or left devoid of purpose.

Thought Harvester

Level: 10
Size: Medium

  • Cyber Cyclops: A thought harvester's head has a single glowing eye.
  • Memory Jar: Thought harvesters are robots designed to forcibly extract memories from a living creature or corpse and store them in a crystalline sphere located along the robot's spine.

Myrmidon Robot

Level: 11
Size: Large

  • Combat Tentacles: A myrmidon's two facial tentacles lash out with surprising force, and are capable of extending up to a reach of 20 feet.
  • Eye Beams: A myrmidon's eye is an integrated laser rifle.
  • See the Invisible: Myrmidons see invisible creatures and objects as if they were visible.

Evaluator Robot

Level: 12
Size: Medium

  • Laser-Guided Amnesia: An evaluator robot can make a touch attack that injects nanites into a target and erases the last 12 hours of its memories.
  • See the Invisible: Evaluator robots see invisible creatures and objects as if they were visible.

Reclamation Robot

Level: 12
Size: Large

  • Mr. Fixit: Reclamation robots are known for their startling creativity in repairing damaged technology.
  • Multi-Armed and Dangerous: A reclamation robot's multiple arms end in gripping talons.

Octopod Mechanic Drone

Level: 13
Size: Medium

  • Starfish Robots: This octopus-like robot has eight tentacles that can repair multiple machines at a time.

Surgeon Robot

Level: 14
Size: Medium

  • Unnecessarily Creepy Robot: The one-eyed, four-legged, syringe-fingered medical drone is something no human would trust to give them medical care.

Juggernaut Robot

Level: 15
Size: Gargantuan

  • EMP: A juggernaut robot can unleash an electromagnetic pulse that damages any robots or creatures with cybernetic implants and drains technological items of charge. This bypasses any active force fields or similar effects, but doesn't harm other living creatures or the juggernaut robot.
  • Eye Beams: A juggernaut robot can fire a ray from its eye that disintegrates nonliving matter.
  • Humongous Mecha: The juggernaut robot rises to a height of 50 feet and weighs well over 100 tons.
  • Lightning Gun: A juggernaut robot can charge its oversized fists with electricity.

Annihilator Robot

Level: 16
Size: Gargantuan

  • Mechanical Insects: Annihilators resemble immense mechanical arachnids, with laser weapons on their scorpion-like tails.
  • Spider Tank: A self-directed case — annihilator robots look like enormous, robotic, four-legged arachnid monsters.

Gladiator Robot

Level: 17
Size: Medium

  • Blade Below the Shoulder: A gladiator robot's arms have integrated weaponry. These weapons cannot be disarmed, removed or sundered.
  • Gladiator Games: Gladiator robots are designed to provide a vicarious experience to sate spectators' bloodlust, and reward themselves for victory and showiness.

    Soulbound 
Constructs created by binding fragments of a mortal soul to an artificial body.
  • Logical Weakness: As they have actual mortal souls controlling them, they're not immune to mind-altering effects.
  • The Moral Substitute: To undead in general.
  • Soul Jar: Every soulbound has a soul focus that contains the soul or part of a soul that powers it. For dolls this is usually one of its eyes, for mannequins a mask, and for shells an actual gem embedded in their chest. If the soulbound is destroyed, this focus can be retrieved and used to build another one with the same memories and knowledge.

Soulbound Doll

Level: 2
Alignment: Any Neutral
Size: Tiny

Small sentient dolls containing fragments of a creature's soul.


  • Creepy Doll: Dolls powered by parts of a mortal soul are pretty creepy, and the potential for designs doesn't help.
  • Empty Shell: The process of making a soul into a soulbound doll strips away most of it, leaving the doll with only fragments of the personality it once had to serve as a basis for the new personality it develops.

Soulbound Mauler

Level: 4
Alignment: Any
Size: Medium

  • Attack Its Weak Point: A soulbound mauler's soul focus gem is tethered by bands of ectoplasm within an exposed chamber on its chest. The focus gem cannot be removed until the soulbound mauler is destroyed, but can be displaced, which damages the connection between the gem and body and impairs the soulbound mauler's function.
  • Murderous Mannequin: The soulbound mauler is an oversized soulbound doll powered by the soul of a sapient creature. The soul has problems properly expressing itself and displays rudimentary control over the body, often resulting in childlike behaviour.

Soulbound Mannequin

https://static.tvtropes.org/pmwiki/pub/images/soulbound_mannequin.png
Level: 7
Alignment: Any Neutral
Size: Medium

More advanced, human-sized versions of soulbound dolls that retain most of the soul's personality.


  • Creepy Good: Non-evil soulbound mannequins are still pretty creepy given that they're walking mannequins with little to no vocal inflection.
  • Doppelgänger: They can appear as they did in life, though only at the age they were when they died.
  • Expressive Mask: Averted, which is why they carry multiple masks that each show different emotions.
  • Machine Monotone: Their voices carry little inflection, so many carry sets of masks to show the emotion they mean to convey.
  • Murderous Mannequin: They certainly look the part and have the capability, but how murderous they are varies based on their personality.
  • Ridiculously Human Robots: Mostly only in personality, but physically as well when they use their change shape ability. They pull this off so well that many live their own lives separate of their creators, even becoming romantically or sexually involved.
  • Replacement Goldfish: They sometimes serve as one, allowing a loved one to remain with the family or a loyal servant to remain in their prestigious position.

Soulbound Shell

https://static.tvtropes.org/pmwiki/pub/images/soulbound_shell_2.png
Level: 12
Alignment: Any
Size: Medium

The apex of soulbound creations, constructs containing an intact soul to control its form.


  • The Moral Substitute: They are basically the non-evil equivalent of liches.
  • Power-Up Letdown: Soulbound shells have a few glaring weaknesses, such as their inability to ever change their prepared spells or to create a new body on their own if their current one is destroyed.

Soulbound Ruin

Level: 15
Alignment: Neutral Evil
Size: Gargantuan

  • Genius Loci: When enough restless souls attach themselves to a single place, it can take on a life of its own, becoming a soulbound ruin.

    Thassilonian Sentinel 
Level: 3 (bronze), 4 (marble), 5 (iron), 7 (ivory)
Alignment: True Neutral
Size: Small

  • An Ice Person: Iron sentinels can fire icy bolts to slow down foes.
  • No-Sell: Thassilonian sentinels are immune to the effects of most magic, with a few exceptions depending on their composition.
  • The Paralyzer: Marble sentinels can restrain intruders with paralytic bolts.
  • Playing with Fire: Bronze sentinels can fire bolts of flame.
  • Super-Scream: An ivory sentinel can emit a disorienting screech.

Construct Templates

    Commando Construct 
Level Adjustment: Base creature +1, or +2 if the base has >9 hit die

Elite machines made to operate alone or in small squads. This template can be applied to any construct.


  • Elemental Punch: If a commando construct takes the Elemental Attacks ability, its melee attacks deal extra acid, cold, electricity, or fire damage.
  • Elite Mooks: An elite version of whatever the base construct was.
  • Lightning Brusier: A commando construct has its hit die increase to the largest type possible, gains a bonus to its AC, and can add 30 feet to its move speed for one round every minute.
  • Tap on the Head: One of the special attacks they can gain is Knockout Strike, allowing them to forgo damage on an attack to instantly knock out an enemy that fails a save.

    Enlightened Construct 
Level Adjustment: +1 if hit die <5, +2 if hit die 5-10, +3 if hit die <10

Constructs empowered by psychic energies, granting them greater intelligence and magical powers. This template can be applied to any construct.


  • It Can Think: All enlightened constructs gain a sizeable bonus to Intelligence. This comes with the drawback of becoming vulnerable to mental effects, but it's not a bad tradeoff if the base construct didn't have an Intelligence score at all.
  • Mind Rape: All enlightened constructs gain mind thrust with a degree of power correlating to their CR.
  • Psychic Powers: They gain an array of psychic spell-like abilities with the template, gaining more the higher their CR is.
  • Ridiculously Human Robots: Not in appearance unless the original construct already was, but they're "alive" enough to be affected by mental and necromancy effects.
  • Soul Jar: Their intelligence and powers are bound to a phrenic stone integrated into their bodies and destroying this stone robs them of the enlightened template. However, retrieving the stone from a destroyed enlightened construct and integrating it into a new construct doesn't carry over its memories, so it's a pretty poor version.

    Haunted Construct 
Level Adjustment: +1

  • Haunted Technology: A haunted construct is infused with the soul of a creature who died nearby.

    Hell Engine 
Level Adjustment: +1

    Recycled Construct 
Level Adjustment: -1

  • Hell Is That Noise: When a recycled construct malfunctions, it can emit an earsplitting screech, deafening all creatures within 20 feet.

    Runeplated Construct 
Level Adjustment: +1

  • Spell Blade: A runeplated construct's melee attacks are infused with magic of the corresponding school.

Singular Constructs

Template Constructs

    Alter Ego 
Level Adjustment: +0
Alignment Adjustment: True Neutral

A sliver of a living creature's consciousness, broken free in a traumatic incident and formed into an ectoplasmic body mimicking its former whole. This template can be applied to any corporeal creature with an Intelligence score of at least 3, changing its creature type to construct.


  • The Unfettered: An alter ego's personality revolves around a single facet of its progenitor's psyche that drives its actions. Its mind fixates on its sole purpose, and it is rarely idle. It actively and obsessively pursues short term goals based on its dominating facet.

    Animated Object 
Alignment: True Neutral

  • Animated Armor: Suits of animated armour see use both as guardians and as training partners in high-end martial academies able to afford the extravagance.
  • Animate Inanimate Object: Most animated objects are either created by rituals or given life by infusions of positive energy. Restless spirits, certain ghosts, and other haunting undead influences can also give rise to animated objects.
  • Siege Engines: Large armies sometimes pay exorbitant fees to animate their siege weapons.

    Divine Warden 
Alignment: Any

  • Bottomless Magazines: If its patron deity prefers a ranged weapon, the divine warden automatically generates new ammunition with each attack.

    Failed Prophet 
Level Adjustment: +2
Alignment: Lawful Evil

  • Hammerspace: A failed prophet can stow small objects and mundane valuables within an extradimensional space in their body.
  • Money Mauling: Failed prophets are aurokineticists that can hurl shards of their body as ranged weapons.

    Taxidermic Creature 
Level: 1/4-9
Alignment Adjustment: True Neutral

Animated remains of creatures stuffed for display. This template can be applied to any corporeal creature, changing its type to cosntruct.


  • Taxidermy Terror: Taxidermic creatures are the result of inanimate objects preserved and animated by alchemical or occult means.

    Trompe L'Oeil 
Level Adjustment: +1
Alignment Adjustment: None or Evil with the same Law-Chaos alignment

Trompe l'oeil creatures are life-sized portraits animated by powerful magic or occult phenomena. Able to move and talk, these constructs can also step out of their frames to become three-dimensional beings. This template can be applied to any creature with an Intelligence score, changing its creature type to construct. Their stats can be found in Horror Adventures or online here.


  • Art Initiates Life: Trompe l'oeil creatures are portraits of living things given life, speech and motion by magic or occult phenomena.

    Waxwork Creature 
Level: 2-10 (normal), 3-11 (waxwork candle)
Alignment Adjustment: True Neutral

Animating spirits bound within wax models. This template can be applied to any corporeal creature Tiny or large so long as it is not an ooze or already a construct, changing its creature type to construct. Their stats can be found in Horror Adventures or online here.


  • Weak to Fire: Fire damage causes the waxwork creature's regeneration to temporarily stop functioning.

Level -1

    Aeon Wyrd 
Level: -1
Alignment: True Neutral
Size: Tiny

Constructs created from small gemstones, lodestones, and bits of granite that can incorporate aeon stones into themselves. They look like a floating swarm of small gems and stone fragments orbiting a larger glowing core.

Their stats can be found in Ultimate Wilderness or online here.


  • Familiar: Aeon wyrds are usually specifically made to serve as familiars.

Level 0

    Homunculus 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_homunculus.png
Level: 0
Alignment: Same as creator
Size: Tiny

Vaguely-biological creatures crafted by spellcasters and alchemists, homunculi serve as assistants and loyal companions to their creators.


  • Become a Real Boy: A homunculus that outlives its master may, in its attempts to continue their maker's legacy, come to develop a mind of its own, eventually developing a voice and will due to retaining a shard of its maker's soul. Most never reach the true mental complexity of a living creature, becoming simple caricatures of their makers or parodies of true minds, but a few eventually grow into mature people in their own right.
  • Bond Creatures: Homunculi, besides being utterly loyal to their makers, share a telepathic bond with them and share all knowledge and experiences.
  • Nonhuman Sidekick: They're created to serve this purpose.
  • Our Homunculi Are Different: Most (but not all) homunculi resemble miniature, mute and green-skinned gargoyle-like creatures. They are often a construct-maker's first creation due to the relative simplicity of their recipe, and the use of the creator's blood forges a powerful bond between them and the homunculus, which remains steadfastly loyal to them unto death. Those that survive their master's death often come to see themselves as their creator's children or successors, striving to continue their work and growing voiced and free-willed. Most never become more than flat caricatures of their makers, but a few mature into true, mature minds in their own right.
  • Reincarnation: Some free-willed homunculi come to consider themselves the reincarnations of their deceased masters.
  • Undying Loyalty: They're undyingly loyal to whoever's blood was used to create them, constantly remaining in their proximity, fighting to the death for them and often sinking into depression and dying should their master perish. Those that don't often obsessively try to continue their master's legacy from where they left off.
  • Winged Humanoid: Most homunculi have wings and can fly.

    Poppet 
Level: -1 (tiny), 0 (small)
Alignment: True Neutral
Size: Tiny or Small

Small constructs made and sold as minor servants. They can appear as almost anything the creator cares to make and are keyed to a command token.

For tropes pertaining to the playable awakened poppets, see Pathfinder Playable Races.


  • Undying Loyalty: Each poppet is keyed to a small wooden token, sometimes shaped into a piece of jewelry or a small figure resembling the poppet. If the person holding the token gives them an order they obey immediately and without question, even if the order is nonsensical or impossible.
  • Weak to Fire: Poppets are usually made of wood and wicker, and less commonly of cloth, leather, tin, stuffing or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire.

    Spellskein 
Level: 0
Alignment: True Neutral
Size: Tiny

  • Paper Cutting: A spellskein fights with the sharp edges of its constituent paper.
  • Shock and Awe: Spellskeins created during control weather rituals have a storm cloud form, in which they can zap enemies with electricity.
  • Stance System: A spellskein can fold itself into different shapes, changing both appearance and abilities.

Level 1

    Celedon 
Level: 1
Alignment: True Neutral
Size: Medium

Automatons forged from extraplanar metals to serve a particular deity.


  • Magic Music: A celedon has the bardic performance ability of a 3rd-level bard.

    Rune Guardian 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rune_guardian_construct.PNG
Level: 1
Alignment: True Neutral
Size: Tiny

Constructs from ancient Thassilon created by the runelords, each dedicated to one of the seven sins of the soul.

Their stats can be found in The Godmouth Heresy or online here.


  • Runic Magic: A rune guardian consists of a Thassilonian rune representing a specific sin and arcane school, carved on a single block of semiprecious stone.

Level 2

    Mechanical Carny 
Level: 2
Alignment: True Neutral
Size: Medium

Mechanical carnies are constructs manufactured to serve as entertainers, cleaners, and guards at carnivals and circuses.

Their 2nd Edition stats can be found in Extinction Curse: The Show Must Go On.


    Ship in a Bottle 
Level: 2 (single), 6 (bottled armada)
Alignment: True Neutral
Size: Tiny

  • Animate Inanimate Object: Tiny elemental spirits from the Plane of Water commandeer ships in bottles and sail them through the air to chase off the sailors who invade the seas.

Level 3

    Caryatid Column 
Level: 3
Alignment: True Neutral
Size: Medium

The lesser cousins of golems, programmed to guard a specific area or item.


  • Golem: Caryatid columns are the lesser cousins of true golems, constructs created by spellcasters to guard objects or areas. They are often used in greater numbers because of their relatively inexpensive creation cost.

    Guardian Doll 
Level: 3
Alignment: Neutral Evil
Size: Tiny

    Guardian Scroll 
Level: 3
Alignment: True Neutral
Size: Tiny

Enchanted scrolls that lie dormant among mundane reading materials until they detect an intruder.


  • Paper Cutting: When a guardian scroll attacks, it sharpens its edges and draws its entire length across any exposed flesh, leaving a long, deep, painful gash.

    Siege Shard 
https://static.tvtropes.org/pmwiki/pub/images/siegeshard.png
Level: 3
Alignment: True Neutral
Size: Tiny

  • Agony Beam: A siege shard can emit a disorienting psychic blast of overwhelming anguish.

    Tattoo Guardian 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_tattoo_guardian.PNG
Level: 3
Alignment: True Neutral
Size: Medium

Protectors tattooed directly onto their charge that leave their skin and fight for them. They're particularly common in Tian Xia, Varisia, and certain Garundi magic schools.


  • Animated Tattoo: A tattoo guardian leaves its wearer's skin to fight any who would harm them.
  • Roaring Rampage of Revenge: Some tattoo guardians survive their master's death by gaining some fragment of their sentience, but most are driven completely insane by the process, and are unable to pursue goals more complicated than revenge against their masters' killers.

Level 4

    Daelum 
Level: 4
Alignment: True Neutral
Size: Large

  • Running on All Fours: A daelum can move as a quadruped, in which it can run faster and carry more items, but not attack with its hands.
  • Soul-Powered Engine: Daelums are mechanical soldiers powered by arcane engines but directed by transplanted minds.
  • Unwilling Roboticisation: Rumour has it that Nex harvested the minds of prisoners of war and criminals to power daelums.

    Emerald Automaton 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_construct_emerald_automaton_0.PNG
Level: 4
Alignment: True Neutral
Size: Medium

Technomagical guardians of the Emerald Spire.

Their stats can be found in The Emerald Spire Superdungeon or online here.


  • One-Steve Limit: The emerald automaton (mindless constructs powered by a shard of the Emerald Spire) only shares the name and is otherwise completely different and unrelated to the automaton (intelligent constructs powered by automaton cores which contain a soul each).
  • Power Crystal: An emerald automaton's main battery is a fist-sized shard of crystal from the Emerald Spire.

    Living Wall 
Level: 4
Alignment: True Neutral
Size: Large

Masses of corpses crushed and fused together into a singular mass.


  • Body of Bodies: A living wall is a construct built out of the bodies of many creatures and mortared together with liquefied flesh.

    Scarecrow 
Level: 4
Alignment: True Neutral
Size: Medium

Animated scarecrows meant to ward off trespassers.


  • Glowing Eyes of Doom: The scarecrow's eyes flicker with an unnerving glow.
  • Supernatural Fear Inducer: A scarecrow's touch infuses its target with overwhelming waves of fear. As it animates, its face bursts into ghostly cold flame, sending fear creeping into the surrounding air.

Level 5

    Dig-Widget 
Level: 5
Alignment: True Neutral
Size: Small

  • Master of Unlocking: Each dig-widget contains numerous simple tools, including a set of mechanical devices that function as thieves' tools, two arms with drills, and two arms with corkscrews for attaching to and climbing surfaces. Once activated, they usually follow a simple routine: avoid notice, pick any lock barring the path, dig past obstacles, and attack if caught.

    Doorwarden 
Level: 5
Alignment: Lawful Neutral
Size: Large

Constructs that pose as doors, taking form as a warrior bearing the door like a shield only when intruders attempt to force their way past.

Their 2nd Edition stats can be found in Age of Ashes: Hellknight Hill or online here.


  • Gate Guardian: A doorwarden is bound to the portal where it has been placed and will defend it until destroyed.
  • That's No Moon: Upon first glance, these guardians resemble ornate doors, but when trespassers try to force their way past, the door reveals itself to be a shield wielded by a doorwarden.

    Graven Guardian 
Level: 5
Alignment: True Neutral
Size: Medium

Religious creations built to resemble gods or their servants.


  • Spell Blade: A graven guardian that carries its deity's preferred weapon treats that weapon as a +1 weapon as long as it is wielded by the guardian.

    Mirror Man 
Level: 5
Alignment: Neutral Evil
Size: Medium

  • The Blank: A mirror man resembles a human until its face is revealed to be nothing but a featureless mirror.
  • Secret Police: The mirror men serve as the White Witches' secret police, and have broad authority to question, search, and arrest anyone but the Jadwiga themselves.
  • Seeing Through Another's Eyes: Mirror men are specifically created to interact with the spell Irriseni mirror sight, which allows the caster to see from the perspective of the mirror man's face with normal sight.
  • Soul-Powered Engine: The creation of a mirror man requires a single living creature (usually a criminal), who is killed during the process, and whose soul is subsequently bound to the mirror.

    Shell Sentinel 
Level: 5
Alignment: Lawful Evil
Size: Medium

  • Human Resources: A slithery black sludge distilled from the rotted flesh of unwanted slaves holds a shell sentinel's form together and gives it a rudimentary intelligence.
  • Poisonous Person: A shell sentinel's form is infused with a toxin that causes intense pain and clouds the minds of living creatures.

    Skinstitch 
Level: 5
Alignment: True Neutral
Size: Large

Crude patchworks of leather and cloth over a straw body.


  • Genuine Human Hide: Skinstitches' hulking frames are made from flayed humanoid skin stuffed with straw and poisonous insects.

    Trapjaw Tangle 
Level: 5
Alignment: True Neutral
Size: Large

  • Grew Beyond Their Programming: These mobile rat traps, bound together by a magical matrix of occult energy, were programmed to wait in ambush or chase down their prey. When a rogue wave of magical energy washed over an airship that carried a trapjaw tangle in its hold, it went on a rampage and subsequently infect every trapjaw it met. Now, trapjaw tangles are an even greater menace to society than the vermin they were originally designed to eradicate.
  • Mouse Trap: Trapjaw tangles were created as a solution to the mutated rodents that plagued Alkenstar.

Level 6

    Cutlass Spider 
Level: 6
Alignment: True Neutral
Size: Large

Constructs meant to incorporate magical weapons, often used by pirates as enforcers and bodyguards.


    Golden Guardian 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_golden_guardian.jpg
Level: 6
Alignment: True Neutral
Size: Medium

Guardians created by Tar-Baphon to guard Xin-Grafar, the City of Golden Death. Their stats can be found in City of Golden Death or online here.


  • I'm Melting!: When a golden guardian is destroyed, it superheats and melts into liquid gold.

    Granule Construct Swarm 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_granule_construct_swarm.PNG
Click here to see a granule construct swarm host

Level: 6
Alignment: True Neutral
Size: Fine [swarm]

  • Hive Mind: Each individual granule construct is barely sentient, but when brought together, a consciousness of humanlike intelligence emerges.

    Scarecophagus 
Level: 6
Alignment: Lawful Evil
Size: Large

  • Mummy: The scarecophagus draws power directly from the undead mummy trapped within its sealed core. If the scarecophagus is destroyed by something other than positive energy, the mummy is released.
  • Only Known by Their Nickname: The original name for this construct has been lost to time, while the farcical nickname scarecophagus, coined by a band of particularly infamous adventuring bards, has stuck.
  • Revive Kills Zombie: A scarecophagus takes damage from positive energy as if it were undead.

    Terra-Cotta Soldier 
Level: 6
Alignment: True Neutral
Size: Medium

Ceramic statues used to guard the tombs of great rulers.


  • Sealed Army in a Can: Terra-cotta soldiers are often created to guard the tomb of powerful rulers. They stand vigil for centuries, animating only to defend the tomb and its riches from robbers.

    Tribal Totem 
Level: 6
Alignment: True Neutral
Size: Medium

  • Tracking Spell: When a tribal totem reshapes itself into the likeness of another creature, it also knows the location of its target, allowing its tribe to more actively hunt down such enemies.

Level 7

    Azmakian Effigy 
Level: 7
Alignment: Chaotic Evil
Size: Large

  • Living Statue: Azmakian effigies are fearsome iron infernal constructs shaped in Xar-Azmak's image.
  • Mooks Ate My Equipment: The Azmakian effigy's rusting breath can reduce legendary magical weapons to useless scrap.

    Capstan Swabbie 
Level: 7
Alignment: True Neutral
Size: Large

  • Heal Thyself: The capstan swabbie's built-in tools allow it to quickly patch itself up.
  • Spin Attack: When the capstan swabbie spins around rapidly, its loose ropes whip everyone in reach.

    Ebon Acolytus 
Level: 7
Alignment: True Neutral
Size: Large

  • Human Sacrifice: Ebon acolyti, sometimes called altar golems, are designed not only to kill, but also to aid in sacrificing victims to evil gods.

    Embalming Bear 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_construct_embalming_bear.PNG
Level: 7
Alignment: True Neutral
Size: Large

Though embalming bears could easily be mistaken for beasts brought back from the dead, these strange constructs are actually taxidermic bear corpses that have been modified so they can walk once again. Their stats can be found in Tears at Bitter Manor or online here.


  • Flesh Golem: Technically, though seeped in embalming fluids and subjected to preservation methods.
  • Official Fan-Submitted Content: The leechroot was created by a participant in Paizo's RPG Superstar 2013 event.

    Ship Sentinel 
Level: 7
Alignment: True Neutral
Size: Large

  • Living Figurehead: Crafted to resemble a humanoid figurehead, a ship sentinel normally rests at the prow of its ship. If needed, the ship sentinel can be activated by the captain and join the crew in fighting.

    Tallow Guardian 
Level: 7
Alignment: True Neutral
Size: Medium

  • Human Resources: The tallow needed to construct a tallow guardian's frame is traditionally rendered from humanoid corpses.
  • Perpetually Protean: A tallow guardian's surface is constantly melting, running down its body, and then hardening only to be reabsorbed into the central mass.
  • Soul-Powered Engine: The tallow guardian is usually animated by siphoning fragments of souls that linger in the area.

    Tupilaq 
Level: 7
Alignment: True Neutral
Size: Small

Small constructs made from whale bones to serve as murderers.


  • The Power of Hate: A tupilaq manifests from hateful magic and can be created only by someone who believes they were grievously wronged, and can channel their grief and hate through whispered incantations to bring the tupilaq to life.
  • Roaring Rampage of Revenge: Built for vengeance, a tupilaq lacks the reason or discernment to do anything else. A wish to utterly destroy an enemy can lead a tupilaq to slaughter an entire clan or settlement, killing until it has slain everyone even remotely related to the original offender.

    Warmonger Wasp 
Level: 7 (8 for massacre wasp)
Alignment: Chaotic Evil
Size: Large

Partially organic constructs grown from the Outer Rifts to serve as warriors in demonic armies.


  • Big Creepy-Crawlies: They're shaped like wasps significantly bigger than human beings.
  • Wicked Wasps: They're enormous, armor-plated biomechanical wasp-like constructs originating from the Outer Rifts and fight alongside hordes of demons. They're quite literally Always Chaotic Evil, like everything else from their home plane, and extremely aggressive. Their name alone, alongside that of the more powerful massacre wasps, makes it pretty clear what sort of mindset these constructs have.

Level 8

    Argent Warden 
Level: 8
Alignment: Lawful Good
Size: Medium

  • Animated Armor: Each argent warden is a suit of armour given life in Heaven's forges.

    Cephalophore 
Level: 8
Alignment: True Neutral
Size: Medium

Statues who animate only when a certain set of circumstances are met.


  • Living Statue: A cephalophore looks like a humanoid statue, carrying its own decapitated head, constructed to stand guard over a location.

    Charnel Creation 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_flesh_golem.PNG
Chelaxian charnel creation.
Level: 8
Alignment: True Neutral
Size: Large

  • Flesh Golem: A charnel creation is a grisly collection of body parts stitched together.
  • Turns Red: A severely damaged charnel creation has a chance of going berserk, despite being mindless. A berserk creation wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.

    Gargoyle Guardian 
Level: 8
Alignment: True Neutral
Size: Large

  • Our Gargoyles Rock: Gargoyle guardians are stone constructs, carved in the shape of gargoyles.

    Golgopo 
Level: 8
Alignment: True Neutral
Size: Small

  • Extra Eyes: Golgopos have an extra eye socket punched in the forehead.
  • Shoulder Teammate: Golgopos spend most of their time perched on the shoulder of a cyclops master, acting as secondary casters for foul rituals and casting spells to aid them as needed.

    Harrow Doll 
Level: 8
Alignment: True Neutral
Size: Large

    Living Effigy 
Level: 8
Alignment: Any
Size: Huge

  • Soul-Powered Engine: Living effigies are possessed by the spirits of deceased chieftains and shamans who managed to partially cheat death by imparting a portion of their souls into stone images.

    Sentinel Hut 
Level: 8
Alignment: True Neutral
Size: Huge

  • Moving Buildings: These quaint hovels can move on stilt-like legs in an almost comical dancing strut.
  • No-Sell: Sentinel huts are immune to any spell that allows spell resistance and does not have the fire descriptor.

    Toilforged Sentinel 
Level: 8
Alignment: Neutral Evil
Size: Huge

  • Soul-Powered Engine: Toilforged sentinels are intelligent war machines powered by captured souls.
  • Your Soul Is Mine!: Creatures consumed by a toilforged sentinel's flames are captured and bound until its destruction.

    Urannag 
Level: 8
Alignment: Chaotic Evil
Size: Huge

Bizarre creations of the Outer Rifts, blending the line between living creature and trap.


  • Cyborg: Urannag are at the same time living creatures and complex traps.

Level 9

    Animate Aria 
Level: 9
Alignment: True Neutral
Size: Large

A piece of music magically solidified into something with a physical presence.


  • Invisible Monsters: Being a creature of sound, the animate aria is invisible but can be detected through its constant song.
  • Magic Music: An animate aria continually emanates a rousing song to bolster its allies.

    Cryptguard 
Level: 9
Alignment: True Neutral
Size: Medium

Guardians of tombs and graveyards, not meant to keep intruders out but to keep any restless dead in.


  • Living Statue: Cryptguards are marble statues built to fight against the dead rising from their graves.

    Noxious Needler 
Level: 9
Alignment: True Neutral
Size: Large

  • Brain in a Jar: A humanoid brain floats in a noxious needler's head, mindless but otherwise capable of following orders. In exceptionally rare cases, the brain might retain fragments of memories or even actual intellect.
  • Throw Down the Bomblet: A noxious needler can fill an empty vial from one of its alchemical chambers to create a bomb to throw.

    Scythe Glass Swarm 
Level: 9
Alignment: True Neutral
Size: Diminutive

  • Beware My Stinger Tail: Priestesses of Calistria equip their venom glass swarms with stings that deliver a potent poison.
  • Hellfire: When a hellfire glass swarm injures a creature, the spilled blood covers the space under that creature and erupts into unholy flame.

    Skull Ripper 
Level: 9
Alignment: Chaotic Neutral
Size: Large

  • Off with His Head!: A skull ripper is an expert at beheading victims and collecting skulls.

    Smoke Sentinel 
Level: 9
Alignment: Lawful Neutral
Size: Huge

  • Lost Technology: Expert golemcrafters have yet to reverse engineer the means of building a smoke sentinel and tether.

Level 10

    Aluum 
Level: 10 (enforcer), 16 (spiritbound)
Alignment: True Neutral
Size: Large

Aluums are magical constructs created from metal and stone native to Katapesh. They are the fighting juggernauts that maintain order within the city of Katapesh when the city’s normal means of doing so fail. Aluums are powered by the souls of Katapeshi slaves and prisoners bound into glowing gems in their chests.


  • The Kid with the Remote Control: Only someone wearing an aluum charm can activate and command an aluum. The Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing one is one of the most severe crimes in the city.
  • Soul-Powered Engine: Aluum enforcers are animated by the souls of volunteers loyal to Katapesh, and spiritbound aluums are powered by the souls of dangerous criminals.
  • Your Soul Is Mine!: Spiritbound aluums can trap souls the Pactmasters wish to deny from entering the Great Beyond, binding them within small gems.

    Ardoc Moilant 
https://static.tvtropes.org/pmwiki/pub/images/ardoc_moilant_pathfinder.PNG
Level: 10
Alignment: True Neutral
Size: Huge

Ardoc moilants are hulking thaumaturgical workhorses created to move earth or perform other heavy labor. The Ardoc family of Kaer Maga has achieved great success by mass-producing these constructs and their creation method is a closely held secret.


  • Defeat Equals Explosion: When destroyed they explode into a shrapnel-filled fireball, but not if their master would be caught in the blast.
  • Fast Tunneling: Not fast enough to get a burrow speed, but they can use their shovel heads to rapidly excavate tunnels.
  • Human Resources: The process of creating an Ardoc moilant's programming requires patterning from a human soul, a process which is extremely painful and often fatal to the source.
  • It Can Think: A big part of why they're so popular. They have sophisticated programming patterned from sentient souls, allowing them to evaluate outcomes and approach assigned tasks with a keen understanding of engineering principles.
  • Non-Human Head: An Ardoc moilant has a serrated shovel blade in place of a head.
  • Power Pincers: Their arms end in powerful pincers that ignore a certain amount of hardness on objects and can slowly crush any creature they pin along with their armor.
  • Ridiculously Human Robots: Ardoc moilants seem to exhibit patterns of behavior that hint at a deeper level of consciousness and an inner drive for companionship. They tend to gather together in small groups or even with other machines or constructs unless kept constantly busy. All moilants acquire distinctive personalities and notable quirks over time, such as collecting certain types of small items or pushing rubble into shapes that mimic the runes on their pincers.
  • Shockwave Clap: They can snap one of their pinchers to create this effect, much like a pistol shrimp. The blast deals damage, throws creatures back, and dispels magical effects.
  • Turned Against Their Masters: Not violently, but moilants that fear they may be "readjusted" to remove their personality will usually leave their master before such an outset can occur.
  • Undying Loyalty: They have bonuses to resist attempt to take them over except from their rightful owner and gain extra health when such an attempt fails.
  • Use Your Head: Considering their head is essentially a giant blade it works pretty well, counting as a gore attack with an expanded critical hit range.

    Clay Effigy 
Level: 10
Size: Large

  • Living Statue: Clay effigies are crafted in the image of a deity and used as guardians of tombs or sacred crypts.
  • Wound That Will Not Heal: Wounds inflicted by a pre-Remaster clay golem do not heal naturally and resist magical healing.

    Cranium Preserver 
Level: 10
Alignment: Neutral Evil
Size: Large

  • Emotion Bomb: When a cranium preserver jettisons one of its preserved-head jars, it will explode, discharging a wave of mental anguish that affects nearby creatures.
  • Human Resources: Cranium preservers serve necromancers as walking laboratories for undead. A cranium preserver has a large central glass vat surrounded by a dozen or more smaller, head-sized glass vats. Each vat is filled with a special embalming fluid that can preserve the minds of slain enemies.

    Hanshepsu 
Level: 10
Alignment: True Neutral
Size: Medium

  • Carry a Big Stick: Hanshepsus are trained at using maces.
  • Non-Human Head: A hanshepsu has the body of a human, and can transform its head between various animal forms. Each animal head grants a hanshepsu different abilities.

    Hollow One 
Level: 10
Alignment: Any
Size: Medium

  • Sanity Slippage: Each year after its creation, a hollow one risks lapsing into madness brought on by overwhelming emotions. The direction this madness takes varies, but is always dangerous in some way.

    Shadowforged Guardian 
Level: 10
Alignment: True Neutral
Size: Medium

  • Casting a Shadow: The shadowforged guardian's presence dims light and brightens shadows to a twilit half-light.
  • Verbal Weakness: Only the person who speaks a special word or phrase at the moment of the shadowforged guardian's creation can command it. Those who manage to learn this word can use it to reset the shadowforged guardian's functions.

    Swordkeeper 
Level: 10
Alignment: True Neutral
Size: Large

  • Multi-Armed and Dangerous: A swordkeeper can project and wield up to four echoblades (force copies of its central weapon) at once.

    Tiberolith 
Level: 10
Alignment: True Neutral
Size: Huge

Constructs built by an ancient civilization whose internal components mimic technological mechanisms through alchemy and magic.


  • Shock and Awe: The acidic blue liquid that fills a tiberolith's body channels electricity from its mechanisms.

    Tophet 
Level: 10
Alignment: True Neutral
Size: Large

Rotund iron figures who serve as living prison cells.


  • Swallowed Whole: Tophets possess yawning maws, capable of easily gobbling up smaller creatures. Upon consuming a victim, the tophet becomes a walking prison, holding its victim within with little chance for escape.

    Toy Soldier 
Level: 10 (swarm)
Alignment: True Neutral
Size: Diminutive

  • My Little Panzer: The creator of toy soldiers tried so hard to create a miniature wargame that was a perfect simulation, to the point the toy soldiers became a deadly army.

    Weykoward 
Level: 10
Alignment: True Neutral
Size: Medium

  • Mooks Ate My Equipment: A weykoward can damage and destroy items with its wasting gaze, and exudes an aura of discarded things that inhibit attempts to repair them.

Level 11

    Iron Rhinoceros 
Level: 11
Alignment: True Neutral
Size: Huge

  • Rhino Rampage: Iron rhinoceroses share their living counterparts' aggressive tendencies, and attack unfamiliar creatures on sight.

    Juggernaut 
Level: 11
Alignment: True Neutral
Size: Gargantuan

Mobile shrines imbued with divine power.


  • Vehicular Assault: The juggernaut is a mobile shrine that rumbles forth on massive rollers, crushing everything in its path.

    Spiral Centurion 
Level: 11
Alignment: True Neutral
Size: Medium

  • Spin Attack: From the waist down, a spiral centurion's body takes the form of spinning metal tops ringed with blades. When it spins in place, its blades extend to slice through nearby creatures.

    Stone Bulwark 
Level: 11
Size: Large

  • Elemental Armor: In combat, marble rocks magically arise from the surrounding ground to protect a stone bulwark's allies.
  • Taken for Granite: Serpentstone bulwarks are capable of breathing a green gas that petrifies enemies.

    Taotieh 
Level: 11
Alignment: True Neutral
Size: Large

Symbols of power and gluttony built around an extradimensional compartment.


  • Pocket Dimension: Each taotieh is built around a pocket of extradimensional space, where it stores foes that it swallows whole.

Level 12

    Animated Tank 
Level: 12
Alignment: True Neutral
Size: Huge

  • Bottomless Magazines: An animated tank telekinetically reloads its weapons from a supernaturally endless supply of ammunition.
  • Brain in a Jar: An animated tank is controlled by a brain that must be harvested soon after its body dies, preserved, and subjected to a special nutrient bath before being revived and hooked into the tank.

    Paleohemoth 
Level: 12
Alignment: True Neutral
Size: Large

  • Breath Weapon: A paleohemoth made out of dragon bones can blast magical energy from one of these dragon skulls.
  • Taken for Granite: The attacks of a paleohemoth gradually turn living flesh to stone.
  • Walking Ossuary: Paleohemoths are crafted to be as terrifying as possible, with little attention paid to anatomic accuracy. As such, most paleohemoths are amalgams whose massive arms end with the complete skulls of apex predators like tyrannosauruses.

Level 13

    Abandoned Armory 
Level: 13
Alignment: Neutral Evil
Size: Huge

  • Animate Inanimate Object: An abandoned armory is an animated mass of weapons, armour and magic items of offensive utility.
  • Attack Reflector: Once per day, an abandoned armory can turn back a spell targeting it.

    Abrakarn Viper 
Level: 13
Alignment: Chaotic Evil
Size: Huge

Serpentine constructs powered by demonic spirits.


  • Cool Crown: Each abrakarn viper is bound to a diadem of control and will obey the wearer without hesitance. Additionally, it can always track the diadem so long as it's on the same plane and can inflict penalties to hit against the wearer if the attacker is in its melee range.
  • Critical Hit: The critical hits of its bites confuse the bitten opponents.
  • Multiple Head Case: They have three heads, and thus three bite attacks every round.
  • Poisoned Weapons: Like a gigantic iron cobra, an abrakarn viper has a reservoir of poison in each of its heads, enough for one bit each.
  • Snakes Are Sinister: Looks like a giant three headed snake, used exclusively by the cruel and imperious drow, powered by literal demons, there's a lot to find sinister about them.
  • Taking the Bullet: When the wearer of the control diadem activates its Shield other ability, half of all damage done to the wearer is instead transferred to the viper, bypassing its usual defenses and resistances.

    Iron Warden 
Level: 13
Alignment: True Neutral
Size: Large

  • Deadly Gas: An iron warden can magically create and exhale a cube of poisonous gas.

    Kikituk 
Level: 13
Alignment: Neutral Evil
Size: Huge

Constructs made from whale bones by evil spellcasters.


  • Dem Bones: The kikituk is a construct built from a whale's skeleton.

    Set Guardian 
Level: 13
Alignment: True Neutral
Size: Large

  • Energy Absorption: Each Set guardian is immune to a specific energy type, and can absorb damage of this type and then discharge it in an intense burst.

    Wickerman 
Level: 13
Alignment: True Neutral
Size: Gargantuan

Titanic wicker statues who can burn foes alive within their bodies.


  • Wreathed in Flames: A wickerman constantly burns with magical fire, but is never consumed.

Level 14

    Brass Bastion 
Level: 14
Size: Huge

  • Defeat Equals Explosion: When a brass bastion is destroyed, it explodes in a flurry of elemental flame and superheated brass.
  • Fire-Breathing Weapon: A brass bastion can expel a cloud of superheated smoke and cinders.
  • Immune to Fire: Brass bastions are automatons of elemental fire and cannot be harmed by it.

    Gray Goo 
Level: 14
Alignment: True Neutral
Size: Fine

Nanite swarms that consume all in their path.


  • A.I. Is a Crapshoot: Some gray goos were originally benign, intended to enhance crops and fight pests or diseases, but malfunctioned and abandoned their programming.
  • Grey Goo: Gray goos are swarms of weaponised nanites that reduce anything in their path to dust.

    Terrorguard 
Level: 14
Alignment: True Neutral
Size: Medium

  • Nightmare Weaver: A terrorguard's dreamscythes have been carefully forged in the darkest places in the Dimension of Dreams, causing anyone cut by the blade to see the world around them as if they were trapped in their own worst nightmare.

Level 15

    Akaruzug 
Level: 15
Alignment: Lawful Evil
Size: Large

  • Soul-Powered Engine: An akaruzug draws the energy it requires to function by killing and imprisoning the soul of a living creature crucified upon its frame. If the body is removed, the soul within the akaruzug is freed and it deactivates.

Level 17

    Radiant Warden 
https://static.tvtropes.org/pmwiki/pub/images/radiantwarden.png
Level: 17
Alignment: True Neutral
Size: Gargantuan

  • Light 'em Up: A radiant warden attacks with positive energy, which has a glowing radiance.
  • Soul-Powered Engine: A radiant warden is animated by raw positive energy fused to the soul of a willing sacrifice, usually a dying astronomer or scholar.
  • Teleport Interdiction: A radiant warden's gatekeeper aura allows it to sometimes choose the destination of a teleportation ability that starts or ends near it.

Level 18

    Aolaz 
Level: 18
Alignment: True Neutral
Size: Gargantuan

  • Animal Mecha: Most aolazes are built in the shape of great land animal and magically imbued with the essence of life.
  • Lost Technology: The exact means of creating an aolaz is a long-lost secret, and they are so rare that scholars have little opportunity to study active specimens.

    Fleshforged Dreadnought 
Level: 18
Alignment: True Neutral
Size: Gargantuan

  • Acid Attack: The fleshforged dreadnought's acidic blood not only serves an important hydraulic function but also deters enemies.
  • Bioweapon Beast: Created in the arcane fleshforges of Nex, the fleshforged dreadnought was spawned as a siege engine against the cities of Geb. Every detail of its physiology was fashioned for the battlefield.
  • Siege Engines: A ballista of bone and sinew is integrated into the fleshforged dreadnought's torso, and a bulky ram is installed on the crest of its head. During the war between Nex and Geb, fleshforged dreadnoughts most often served as siege weaponry.

Level 19

    Guthallath 
https://static.tvtropes.org/pmwiki/pub/images/guthallath.png
Level: 19
Alignment: True Neutral
Size: Gargantuan

Titanic war machines left behind by an unknown empire.

Their 2nd Edition stats can be found in the 2e Bestiary or online here.


  • Eye Beams: A guthallath can release two beams of destruction from its eyes.
  • Mechanical Monster: The guthallath is an engine of pure destruction, designed to rampage for months. It's not intelligent enough to enjoy or regret its acts and cannot be reasoned with. Entire civilisations have been erased when a guthallath awakens.

    Intellect Assemblage 
Level: 19
Alignment: True Neutral
Size: Medium

  • Living Memory: Intellect assemblages are constructs created from the memories of others. These memories are solidified into jagged shards resembling shattered glass and fused together in vaguely humanoid-shaped clusters.
  • The Spock: An intellect assemblage is incredibly intelligent but completely devoid of emotion, possessing the thoughts and memories of a multitude but no personal connection to any of them. Analytical and meticulous, intellect assemblages view the world and everything in it as parts of a complex equation or system. They place no value on life or morality and consider emotions an illogical weakness.

    Warmonger 
Level: 19
Alignment: True Neutral
Size: Huge

Giant war machines built from material scavenged from battlefields.


  • Multi-Armed and Dangerous: A warmonger wields a scythe, a wicked spiked wrecking ball, an immense pick, and a huge crossbow.

Level 21

    Desecrated Guardian 
Level: 21
Alignment: Chaotic Evil
Size: Gargantuan

Titanic constructs built by fiends using the tormented essence of a celestial as its core.


  • Genius Loci: The most powerful desecrated guardians incorporate the structures of multiple temples into their massive forms.

Level 22

    Devastator 
Level: 22
Alignment: Chaotic Evil
Size: Gargantuan

Titanic constructs built by fiends using the tormented essence of a celestial as its core.


  • Mechanical Monster: The devastator is a terrifying, cruel machine forged from Abyssal steel that stand 40 feet tall and serve as war machines for Abyssal hordes.

Level 23

    Charnel God 
Level: 23
Alignment: Chaotic Evil
Size: Large

A fragment of a dead god bound to a statue depicting them.


  • Spontaneous Weapon Creation: A charnel god can conjure a weapon from the fragments of its former divine power, of the type preferred by the deceased deity. The weapon functions only for the charnel god and vanishes if it leaves the charnel god's possession.

Top