Golem, Chain (CR 5)

Medium Construct
Alignment: Always neutral
Initiative: +3 (Dex)
Languages: Cannot speak


AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Hit Dice: 7d10 (38 hp)
Fort +2, Ref +5, Will +2
Speed: 30 ft. (cannot run)
Space: 5 ft./10 ft.
Base Attack +5; Grapple +0
Attack: 2 chain rakes +9 melee
Full Attack: 2 chain rakes +9 melee
Damage: Chain rake 1d8+4 plus wounding
Special Attacks/Actions: Chain barrier, wounding
Abilities: Str 18, Dex 17, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity resistance to ranged attacks
Feats: Dodge (B); Combat Expertise (B); Improved Disarm (B); Improved Trip (B)
Skills:
Advancement: 8-10 HD (Medium-size); 11-21 HD (Large)
Climate/Terrain: Any land or underground
Organization: Solitary
Treasure: None

Source: Monster Manual

Combat

A chain golem typically uses its long reach to grab at foes and knock them to the ground. Then it activates its vicious chain barrier to shred the fallen creature's flesh.

Chain Barrier (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 17) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and serves as one-half cover for it (+4 bonus to AC). Maintaining the barrier once it has been activated is a standard action.

Wounding (Ex): A wound resulting from a chain golem's chain rake attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).

Construct Traits: A chain golem 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 chain golem has darkvision (60-foot range).

Magic Immunity (Ex): A chain 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 2 rounds (no saving throw). A fire effect breaks any slow effect on the chain golem and cures 1 point of damage for each 2 points of damage it would otherwise deal. A chain golem gets no saving throw against fire effects.

Resistance to Ranged Attacks (Su): A chain golem gains a +2 resistance bonus on saving throws against ranged spells or ranged magical attacks that specifically target it (except ranged touch attacks).