Golem, Brass (CR 5)
Alignment: Always neutral
Initiative: +0; Senses: scent
Languages: Cannot speak
AC: 31 (-1 size, +22 natural), touch 9, flat-footed 31
Hit Dice: 16d10+30 (118 hp); DR: 10/adamantine
Fort +5, Ref +5, Will +7
Speed: 30 ft. (cannot run)
Space: 10 ft./10 ft.
Base Attack +12; Grapple +21
Attack: +3 wounding greataxe +19 melee, or butt +16 melee
Full Attack: +3 wounding greataxe +19/+14/+9 melee, or butt +16 melee
Damage: +3 wounding greataxe 3d6+10/x3, butt 1d8+7
Special Attacks/Actions: Maze
Abilities: Str 20, Dex 11, Con -, Int 3, Wis 14, Cha 7
Special Qualities: Construct traits, magic immunity
Feats: Cleave; Great Cleave; Improved Critical (greataxe); Improved Sunder; Power Attack; Track
Skills: Survival +21*
Advancement: 17-32 HD (Large); 33-48 HD (Huge)
Climate/Terrain: Any land and underground
Monster Manual II
Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactic. They are emotionless in combat and cannot be easily provoked.
A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the 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.
Since golems do not need to breathe and are immune to most forms of energy, they can press an attack against an opponent almost anywhere, from the bottom of the sea to the frigid top of the tallest mountain.
A brass golem fights primarily with its greataxe.
Maze (Sp): Once per day, a brass golem can target a maze effect (caster level 16th) against a single quarry. The golem is immune to the effects of its own maze ability and that of others of its kind, and it can freely enter its own maze to attack a target.
Magic Immunity (Ex): A brass golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. (For example, brass golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18.) The golem does not get a saving throw against fire effects.
Skills: A brass golem is a relentless tracker. It gains a +20 competence bonus on Survival checks for the purpose of tracking a foe designated by its creator, or in connection with any other goal set by its creator. When tracking a foe through its own maze, the creature gains a +20 insight bonus on Survival checks.