Golem, Brain (CR 10)

Large Construct
Alignment: Always lawful evil
Initiative: +0; Senses: Listen +11 and Spot +12
Languages: Cannot speak

AC: 17 (-1 size, +4 inertial armor, +4 natural), touch 9, flat-footed 17
Hit Dice: 12d10+30 (96 hp); DR: 10/adamantine
Fort +4, Ref +4, Will +4
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +19
Attack: Slam +14 melee
Full Attack: Slam +14 melee
Damage: Slam 2d6+9
Special Attacks/Actions: Mind blast
Abilities: Str 23, Dex 11, Con -, Int 6, Wis 11, Cha 8
Special Qualities: Construct traits, inertial armor, SR 25
Feats: Alertness; Cleave; Power Attack; Skill Focus (Listen); Skill Focus (Spot)
Skills: Listen +11 and Spot +12
Advancement: 13-18 HD (Large); 19-36 HD (Huge)
Climate/Terrain: Any underground
Organization: Solitary
Treasure: -

Source: Fiend Folio


Golems are tenacious in combat and prodigiously strong as well. They are emotionless and cannot be provoked, but those described here are inherently cruel and love to torment their foes.

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If not under a command, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give a golem a simple program to govern its actions in his or her absence, such as "Remain in an area and attack all creatures that enter" (or only a specific type of creature), "Ring a gong and attack," or the like.

Construct Traits: Golems are 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. A golem 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. All golems have darkvision (60-four range).

Brain golems enter combat with a mind blast and then focus their physical attacks on weak-looking opponents. They never attack mind flayers under any circumstances.

Mind Blast (Su): This attack is a 60-foot cone. Anyone caught in this area must succeed on a Will save (DC is) or be stunned for 3d4 rounds. A brain golem can use this ability once per minute.

Inertial Armor (Su): A brain golem's body is surrounded by a tangible field of force similar to that created by the mage armor spell, granting it a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor carries no armor check penalty, speed reduction, or arcane spell failure chance. Because it is composed of force, incorporeal creatures can't bypass it the way they do normal armor.