Deathstone (CR 16)

Large Construct
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak


AC: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26
Hit Dice: 14d10 (77 hp); DR: 30/magic
Fort +4, Ref +3, Will +4
Speed: 20 ft.(cannot run)
Space: 5 ft./10 ft.
Base Attack +10; Grapple +10
Attack: 2 slams +18 melee
Full Attack: 2 slams +18 melee
Damage: Slam 2d10+9
Special Attacks/Actions: Calcifying aura, slow
Abilities: Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity
Feats: Alertness B ; Blind-fight B
Skills: -
Advancement: 15-21 (Large); 22-42 (Huge)
Climate/Terrain: Any land
Organization: Solitary
Treasure: None

Source: Web

Combat

A deathstone fights by slamming opponents with its massive fists, just like a stone golem does. It attacks the creatures its master orders it to fight. In the absence of orders, it merely defends itself.

Calcifying Aura (Su): The presence of a deathstone is enough to cause flesh (living or dead) to harden and calcify, turning slowly into stone. This effect is a 30-foot-radius emanation centered on the deathstone, and it is always active. Every creature within the area must make a Fortitude save (DC 22) each round or take 1d2 points of Constitution damage. Lost Constitution is restored at a rate of 1 point per day. A character brought to a Constitution score of 0 in the manner turns completely to stone and is dead. The deathstone is immune to its own calcifying aura and to those of other deathstones and gravecrawlers.

Slow (Su): A deathstone can produce an effect identical to that of the slow spell as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds. A target must make a successful Will save (DC 13) to negate the effect. This ability otherwise functions the same as the spell.

Construct Traits: A deathstone is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. A deathstone cannot heal damage and it is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is not at risk of death from massive damage but is destroyed when reduced to 0 or fewer hit points. It cannot be raised or resurrected.

Magic Immunity (Ex): A deathstone is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the deathstone's structure, but it makes the creature vulnerable to any normal attack for the following round. (This vulnerability does not include spells, except those that cause damage.)

Tremorsense (Ex): A deathstone can automatically sense the location of any creature or object within 60 feet that is in contact with the ground.