Golem, Black Ice (CR 14)
Huge Construct (Cold)
Alignment: Always neutral evil
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 25 (-2 size, -1 Dex, +18 natural), touch 7, flat-footed 25
Hit Dice: 22d10+40 (161 hp); DR: 10/bludgeoning and good
Fort +7, Ref +6, Will +7
Speed: 20 ft.
Space: 15 ft./15 ft.
Base Attack +16; Grapple +33
Attack: Slam +23 melee
Full Attack: 2 slams +23 melee
Damage: Slam 1d8+9 plus 1d6 cold plus energy drain
Special Attacks/Actions: Cold, cold aura, energy drain, ice shards
Abilities: Str 28, Dex 8, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, icewalking, immunity to cold and magic, vulnerability to fire
Advancement: 23-42 (Huge)
Climate/Terrain: Any cold
Organization: Solitary or gang (2-4)
The black ice golem is a mindless creature that obeys its creator's commands to the best of its ability. It can dole out tremendous amounts of damage in melee combat with its fists, piercing ice shards, and cold aura. These abilities make the black ice golem a dangerous if unsubtle combatant, and often the mere sight of this walking mountain is enough to instill fear into all but the most stalwart opponents.
Cold (Ex): A black ice golem's body generates intense cold, causing opponents to take an extra 1d6 points of cold damage every time the creature succeeds on a slam attack. Creatures attacking a black ice golem unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
Cold Aura (Ex): Anyone within 20 feet of a black ice golem must succeed at a DC 21 Fortitude save or take 2d6 points of cold damage per round from the intense cold. The save DC is Constitution based.
Energy Drain (Su): Living creatures hit by a black ice golem's slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the black ice golem gains 5 temporary hit points.
Ice Shards (Su): As a free action once every 1d4+1 rounds, a black ice golem can generate a spray of deadly ice shards from its body, dealing 2d6 points of piercing damage and 1d6 points of cold damage to all creatures within 10 feet, and blinding them for 1d4 rounds. Creatures that succeed on a DC 21 Reflex save take only half damage and are not blinded. The save DC is Constitution-based.
Ice Walking (Ex): This ability works like the spider climb spell but the surface the black ice golem climbs must be icy.
Immunity to Magic (Ex): A black ice golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.
Fire spells and effects affect the golem normally, even if they permit spell resistance (and note the golem's vulnerability to fire).
A magical attack that deals cold damage heals the ice golem for 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.