Not directly, as reactions cannot directly induce interactions or syndromes, only produce items. You would have to have the reaction produce an item made of a material that causes a syndrome that gives the "infected" a CAN_DO_INTERACTION which summons the creature desired. For the syndrome-bearing item, you can either use a foodstuff and wait for someone to eat it, which is quite slow but reliable, or have the material boil at room temperature, and if the creature in the workshop a) doesnt immediately run off and b) takes a breath while surrounded by the cloud, theyll become infected and soon after use the interaction. If you use that method, 50-75% of reactions will fail to have any result because creatures dont breathe on every tick, so the reagents should be cheap.
So depending on which method you use, your golems must either eat or breathe. You could also do a drink, but that can be frustrated by the bug where dwarves dump the contents of a drink barrel/their mug spontaneously. (cancels drink; job item lost or destroyed, puddle of drink on the ground under them) Using the food method, if the material is cookable you also have the option to exploit that by baking it into roasts with other foodstuffs, whereupon each resulting roast carries the syndrome, multiplied by the number of roasts in the stack.
This is what I use, using the consumable food method:
A reaction to produce the food stuff:
[REACTION:SUMMON_IRON_MAN]
[NAME:Conjure Anything - Dangerous]
[BUILDING:SPELL_CONJURE_CIRCLE:b] - use your own custom building like I did or one of the default workshops
[REAGENT:Aether Salt:1:STONE:NONE:INORGANIC:AETHER_SALT] - whatever reagents you want to use
[PRODUCT:100:1:FISH:NONE:POTION_CREATURE_SUMMON:POTION_SUMMON_IRON_MAN] - this is the important part. FISH:NONE is the item type. POTION_CREATURE_SUMMON:POTION_SUMMON_IRON_MAN is the creature and caste tokens
[SKILL:TRAPPING] - whatever skill you want to use
[CATEGORY:EB_SPELL_CONJURE_CREATURES_FORT] - these last few lines just put it in a category in the workshop for easily finding it in-game among dozens of others in that same workshop
[CATEGORY_NAME:Conjuring Creatures]
[CATEGORY_DESCRIPTION:Conjure creatures from other planes, or places, by sacrificing a living animal. Some of these can be quite dangerous.]
The food comes as a "fish" creature that can be eaten. Fish are useful here because carnivores and omnivores will eat them. The base creature doesnt have any material or tissue definitions, those are applied at the caste level below
[CREATURE:POTION_CREATURE_SUMMON]
[DESCRIPTION:A clear waxy ball containing a magic potion.]
[NAME:super potion:super potion:super potion]
[CASTE_NAME:super potion:super potions:super potion]
[CREATURE_TILE:9] [COLOR:3:0:1]
[VERMIN_GROUNDER][FLIER]
[AMPHIBIOUS][UNDERSWIM][BENIGN]
[VERMIN_FISH][FISHITEM]
[AMPHIBIOUS][SMALL_REMAINS]
[BENIGN][SUPERNATURAL]
[COOKABLE_LIVE]
[VERMIN_NOTRAP]
[NOBONES]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[NOT_BUTCHERABLE]
[NOFEAR]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[ALL_ACTIVE]
[PREFSTRING:magic properties]
[BODY:BASIC_1PARTBODY_THOUGHT]
[CREATURE_CLASS:SPELL_MAGIC_POTION]
[CASTE:POTION_SUMMON_IRON_MAN]
[CASTE_NAME:summon iron man potion:summon iron man potions:summon iron man potion]
[APPLY_CREATURE_VARIATION:ADD_SUFFIXED_ESSENCE_TISSUE_LAYER:POTION_SUMMON_IRON_MAN] - refers to the following creature variation and applies a material and tissue layer to the caste
[SELECT_MATERIAL:ESSENCE_POTION_SUMMON_IRON_MAN] - refers to the above
[SYNDROME]
[SYN_NAME:Summon Iron Man Potion]
[SYN_AFFECTED_CLASS:GENERAL_POISON] - this could instead be specific to your creature, meaning it doesnt work if eaten by any other species
[SYN_INGESTED] - the one thats actually important, sometimes the other three can come into play too if the item melts or boils
[SYN_INJECTED]
[SYN_INHALED]
[SYN_CONTACT]
[SYN_NO_HOSPITAL] - infected creatures wont run off to the hospital (they have no reason to, but just in case)
[CE_CAN_DO_INTERACTION:START:0:END:10000:ABRUPT] - gives the infected the interaction to summon the creature. Ends after some time so they cant repeat the summoning multiple times
[CDI:ADV_NAME:Summon Iron Man]
[CDI:TARGET:A:SELF_ONLY] - will apply it to themselves, not others
[CDI:INTERACTION:SPELL_METAL_SUMMON_IRONMAN] - The ID of the interaction to actually summon the creature, which will follow at the end
[CDI:VERB:summon an iron man:summons an iron man:NA]
[CDI:WAIT_PERIOD:100000] - a wait period longer than the end timeframe means theyll get the chance to use the interaction only once before the syndrome expires
The argument at the end of [APPLY_CREATURE_VARIATION:ADD_SUFFIXED_ESSENCE_TISSUE_LAYER:xxx and [SELECT_MATERIAL:ESSENCE_xxx have to match, the following creature variation applies that suffixed material to the caste, meaning that single creature can have multiple castes each made of a different material, you dont have to create new tissue and material definitions for each caste, only using the same one over and over through the creature variation.
Which means it requires this nifty creature variation:
-suggested by Hugo_The_Dwarf, v. grateful
Arg1 is the suffix
[CREATURE_VARIATION:ADD_SUFFIXED_ESSENCE_TISSUE_LAYER]
--create suffixed material and tissue, and assign tissue material
[CV_NEW_TAG:USE_MATERIAL_TEMPLATE:ESSENCE_!ARG1:SPELL_LEARNROCK_MAT] - refers to the material definiton
[CV_NEW_TAG:USE_TISSUE_TEMPLATE:ESSENCE_!ARG1:ESSENCE_FLESH_TEMPLATE] - refers to the tissue definition
[CV_NEW_TAG:TISSUE_MATERIAL:LOCAL_CREATURE_MAT:ESSENCE_!ARG1]
--Layer suffixed muscle
[CV_NEW_TAG:TISSUE_LAYER:BY_CATEGORY:ALL:ESSENCE_!ARG1]
You'll also need a material and tissue for the creature:
[MATERIAL_TEMPLATE:SPELL_LEARNROCK_MAT]
[STATE_COLOR:ALL:CLEAR]
[STATE_NAME:ALL:magic essence]
[STATE_ADJ:ALL:magic essence]
[DISPLAY_COLOR:0:0:0]
[MATERIAL_VALUE:300]
[SPEC_HEAT:10000]
[IGNITE_POINT:NONE]
[MELTING_POINT:10070]
[MAT_FIXED_TEMP:10067]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[BOILING_POINT:10074]
[SOLID_DENSITY:600]
[LIQUID_DENSITY:600]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:10000] no data
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:0]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[TISSUE_TEMPLATE:ESSENCE_FLESH_TEMPLATE]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:ESSENCE]
[TISSUE_NAME:aetherium:aetherium]
[THICKENS_ON_STRENGTH]
[SCARS]
[MUSCULAR]
[RELATIVE_THICKNESS:7]
[HEALING_RATE:100]
[INSULATION:100]
[THICKENS_ON_ENERGY_STORAGE]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[STRUCTURAL]
[FUNCTIONAL]
The interaction that actually does the summoning:
[INTERACTION:SPELL_METAL_SUMMON_IRONMAN]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:2] - will place them in a valid walkable tile within two tiles of the caster
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[CREATURE:ELEMENTMAN_IRON:DEFAULT]
[IE_MAKE_PET_IF_POSSIBLE] - this token you might want to remove if they cant do labors, but if you do, youll have to wait for them to petition for residency and accept that petition to make them fort members. until then theyll just be friendly and wander around.
There is a DFHack script to trigger a creature create command on reaction completion, but I dont understand lua scripting or how to implement it, and of course you would be dependent on dfhack as well then. But, i understand its much easier and faster to do it once you do figure it out. Thing is, ive also never seen anyone post a step-by-step guide on how to do that, especially for someone that isnt familiar with either dfhack or lua scripting.