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Golem, Marrowstone Golem

Thin veins of black rock crisscross the frame of this hulking construct.

Marrowstone Golem CR 8

Source Inner Sea Bestiary pg. 17
XP 4,800
N Large construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
Aura necrotic field (30 ft.)


AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
hp 85 (10d10+30)
Fort +3, Ref +3, Will +3
DR 10/adamantine; Immune construct traits, magic


Speed 30 ft.
Melee 2 slams +14 (2d6+5 plus 2d6 negative energy)
Space 10 ft., Reach 10 ft.
Special Attacks create spawn


Str 20, Dex 11, Con —, Int —, Wis 11, Cha 1
Base Atk +10; CMB +16; CMD 26


Environment any underground (Darklands)
Organization solitary or gang (2–5)
Treasure none

Special Abilities

Create Spawn (Su) Any humanoid creature that is slain by a marrowstone golem rises from death as a free-willed ghoul in 24 hours. A creature with four or more class levels rises as a ghast instead. In either case, the ghoul or ghast has a 25% chance of retaining whatever class levels it had in life.

Immunity to Magic (Su) A marrowstone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the golem, as noted below.
  • A transmute rock to mud spell slows a marrowstone golem (as the slow spell) for 2d6 rounds, with no saving throw.
  • Effects that heal undead heal half that amount of damage to a marrowstone golem, to a limit of its full normal hit points.
  • A marrowstone golem that fails its save against a magical attack that deals positive energy damage (including the channel energy ability when used to harm undead, but not when used to heal living creatures) does not take any damage from the attack, but it loses its create spawn ability, its necrotic field aura, and the negative energy damage from its slam attack for 1d4 rounds.
Necrotic Field (Su) Undead within 30 feet of a marrowstone golem gain a +2 resistance bonus on saving throws, increase the save DCs of their extraordinary and supernatural abilities by 2, and gain a +4 bonus to channel resistance. Positive energy effects cause only half damage to a creature within the marrowstone golem’s aura. Their aura particularly strengthens ghouls and ghasts, giving them a +2 bonus on attack and weapon damage rolls.


Carved from rock hewn from the marrowstone mines of Sekamina, these golems amplify the magical radiation emitted by veins of lazurite. They can only be crafted within the necropolis of Nemret Noktoria, land of ghouls, for lazurite brought beyond its boundaries loses its potency. Binding the lazurite into the body of the golem stabilizes it and lets the construct leave the boundaries of the ghoulish city with its fell powers intact. Though the ghouls guard the secrets of making a marrowstone golem, they are sometimes known to trade their handiwork with outsiders.


A marrowstone golem’s body is chiseled from a single block of marrowstone weighing at least 2,500 pounds. Marrowstone can only be found in the necropolis of Nemret Noktoria in the Darklands realm of Sekamina. Preparing the stone requires the use of exotic unguents that cost 2,500 gp.

CL 11th; Price 42,500 gp
Requirements Craft Construct, animate object, antilife shell, create undead, creator must be caster level 11th; Skill Craft (sculpture) or Craft (stonemasonry) DC 21; Cost 22,500 gp

Creatures in "Golem" Category

Adamantine Golem19
Alchemical Golem9
Behemoth Golem17
Blood Golem6
Bone Golem8
Brass Golem14
Cannon Golem15
Carrion Golem4
Clay Golem10
Clockwork Golem12
Coral Golem9
Crystal Golem11
Dragonhide Golem16
Equine Bone Golem10
Fiend-Infused Golem13
Flesh Golem7
Fossil Golem12
Glass Golem8
Gold Golem15
Ice Golem5
Inubrix Golem14
Ioun Golem17
Iron Golem13
Junk Golem4
Lead Golem10
Magnetitie Golem10
Marrowstone Golem8
Mask Golem4
Mithral Golem16
Noqual Golem18
Obsidian Golem12
Quantium Golem20
Quintessence Golem20
Robot Golem11
Sand Golem9
Sentient Wax Golem4
Shadow Golem14
Stone Golem11
Viridium Golem18
Wax Golem3
Wood Golem6


Source Pathfinder RPG Bestiary pg. 159
Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem's creator.

Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem's creator can always resume control by commanding the golem to obey him alone.

Constructing a Golem

The cost to create a golem includes the cost of the physical body and all the materials and spell components used in its creation. Each golem entry gives specific details on the materials required and the total cost for its creation.

Note: The market price of a golem with more Hit Dice than the typical golem described in each entry is increased by 5,000 gp for each additional Hit Die it possesses beyond the standard for its kind, and increases by an additional 50,000 gp if the golem's size increases. Building a golem with the advanced simple template increases its cost by 15,000 gp.

Shield Guardians

A spellcaster with enough talent, resources, and inspiration can create a special variant of a golem known as a shield guardian. Any true golem can be created as a shield guardian, but the choice to do so must be made during the golem's construction—a completed golem cannot later be “upgraded” to function as a shield guardian.

Shield guardians are designed to serve as bodyguards. When created, a shield guardian is keyed to a magical amulet that is constructed at the same time as (and as part of the cost of) the guardian. Henceforth, it regards the wearer of that amulet as its master, protecting and following that individual everywhere (unless specifically commanded not to do so). If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.

A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat, protection, and simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.

Shield guardians have the same statistics as the base golem, but with the following additional special qualities. A shield guardian's CR is equal to the base golem's CR + 2.

Controlled (Ex) A shield guardian that has the berserk special attack cannot go berserk as long as the wearer of its amulet is within 30 feet.

Fast Healing (Ex) A shield guardian has fast healing 5.

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet's wearer (or just the amulet, if it is removed after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Shield Other (Sp) The wearer of a shield guardian's amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Construction: A shield guardian's base materials cost an additional 25,000 gp above the base golem's cost. The creature's master may assemble the body or hire someone else to do the job. The Craft check required to make the body is 4 higher than normal for the base golem's kind. The keyed amulet is fashioned at the same time—it costs 20,000 gp above and beyond the shield guardian's total cost. After the body is sculpted, the shield guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and the ritual can be performed together. The creator must have a minimum caster level of 2 higher than the base golem's minimum required caster level. In addition, the following spells are added to the base golem's requirements: discern location and either shield or shield other.