Simulacrum and Adamantine Golem


Rules Questions


Hey all,

Just some tips on how an Adamantine Golems powers work with Simulacrum?

What do do with DR/epic, fast healing 10, and indestructible ability


You have two options, the way I see it.

  1. Half everything. Fast Healing 10 becomes Fast Healing 5. DR/epic becomes DR/3 (or DR/4), and so on.
  2. Half its hit dice, and check what would make sense as powers for a Golem of that calibre.


Personally I'd half it's CR and work from there, the DR should be similar to golems half the CR and so on, special abilities should be downtuned to be in line with that CR etc.


According to RAW, simulacrum creates a, "duplicate creature (that) is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD)."

While I would tend rule half of everything (option 1) for ease, the second option (option 2) seems more in line with what the spell intends.

A list of golems.

Adamantine golem is 30 HD (so the caster needs to be at least 15th lvl).

Fossil golems are 15 HD.
Caryatid golems and Stone golem are close at 14 HD.
Clay golems are 13 HD, so pretty close.

I ignored the 3rd party stuff, but they're usually pretty great, so I wouldn't recommend it (I'm just averse to doing work that won't necessarily be appreciated, since I don't know how you feel about 3pp). :)


I do want to keep the same feeling of "this thing is like an adamantine golem" though.

I don't want to just cop out and put a stone golem in. Perhaps I can change it up a bit... instead of needing to be destroyed by an adamantine vorpal weapon... I can just say needs to be decapitated by a keen weapon.

Damage is easily halved, life and HD easily halved. I can half the DR and the fast healing.


I'm not actually recommending making a stone golem. I put the links for comparative abilities.

Here's an example.

Adamantine Golem Simulacrum wrote:

Adamantine Golem Simulacrum CR 12

N Huge construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 24, touch 7, flat-footed 24 (–1 Dex, +17 natural, –2 size)
hp 127 (15d10+40); fast healing 5
Fort +5, Ref +4, Will +5
Defensive Abilities indestructible; DR 10/adamantine; Immune construct traits, magic

OFFENSE
Speed 30 ft.
Melee 2 slams +21 (6d10+8/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks destructive strike, trample (6d10+19, DC 38)

STATISTICS
Str 26, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +15; CMB +25; CMD 34

SPECIAL ABILITIES
Destructive Strike (Ex)

An adamantine golem’s slam attacks threaten a critical hit on a 19 or 20. In addition, whenever an adamantine golem scores a critical hit, it deals 6d10+13 points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.

Indestructible (Ex)

An adamantine golem is nearly impossible to destroy. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the golem is helpless unless above 0 hit points. It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle, limited wish, or wish can be used to slay it while it is at negative hit points.

Immunity to Magic (Ex)

An adamantine golem is immune to any spell or spell-like ability that allows spell resistance, except as noted below.

• Transmute metal to wood slows an adamantine golem for 1d4 rounds, during which time its damage reduction is reduced to 5/adamantine (no save).

That's definitely not the same as a stone golem, fossil golem, or the like, but the DR and such is similar enough in CR to get the same basic idea across, which is appropriate for it's reduced HD. See what we mean?

The Exchange

Neat concept. I was adamant (har har) about not putting any mithral or adamantine golems in my game because I didn't want the players ending up with a big pile of metal worth more than its weight in gold... but with a simulacrum of the golem all they'd end up with is a pile of snow, which I'm OK with.


Lincoln Hills wrote:
Neat concept. I was adamant (har har) about not putting any mithral or adamantine golems in my game because I didn't want the players ending up with a big pile of metal worth more than its weight in gold... but with a simulacrum of the golem all they'd end up with is a pile of snow, which I'm OK with.

I've known groups that would take 3-4 entire game sessions deciding what to do with all of the adamantine and travelling to cities selling it.

I understand you completely, lol.

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