Chalky
Level 9Attacks
Abilities
An alchemical golem's body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following :
Alchemical Effect
1
Elixir of Life (Lesser)
2
Bomber's Eye Elixir (Lesser)
3
Bravo's Brew (Moderate)
4
Cat's Eye Elixir
5
Cheetah's Elixir (Moderate)
6
Juggernaut Mutagen (Greater)
When an alchemical golem takes physical damage from a critical hit or is affected by a Shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot area.
Roll on the alchemical chambers list to determine which one shatters - all creatures within a 5-foot area are affected by the elixir in the randomly rolled alchemical chamber, and these creatures may forego their Reflex saves against the effect if they wish.
Harmed by sonic (5d8 untyped, 2d6 untyped from areas or persistent damage); healed by acid (area 2d4 healing HP); slowed by cold
Casting a Shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture.
When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack.
Chalky's alchemical chambers are filled with helpful potions and elixirs rather than harmful substances. When Chalky targets an ally with its syringe Strike, the ally takes no damage and doesn't need to make a save against the rolled effect.
This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own.