Dread Guard (CR 3)
Alignment: Always neutral
Initiative: +0; Senses: Spot +9
Languages: understands creator's language, cannot speak
AC: 17 (+6 masterwork banded mail, +1 masterwork small steel shield), touch 10, flat-footed 17
Hit Dice: 5d10+20 (47 hp)
Fort +1, Ref +1, Will +2
Speed: 20 ft. (cannot run)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Longsword +6 melee
Full Attack: Longsword +6 melee
Damage: Longsword 1d8+3/19-20
Abilities: Str 17, Dex 11, Con -, Int 6, Wis 13, Cha 2
Special Qualities: Cold resistance 10, construct traits, fire resistance 10
Feats: Cleave; Power Attack
Skills: Spot +9
Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or company (3-5)
Monster Manual II
Dread guards attack mindlessly with their weapons. They are unsubtle and straightforward in combat.
Construct Traits: A dread guard is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A dread guard has darkvision (60-foot range).