Golem, Clay (CR 10)
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22
Hit Dice: 11d10+30 (90 hp); DR: 10/adamantine and bludgeoning
Fort +3, Ref +2, Will +3
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +8; Grapple +19
Attack: Slam +14 melee
Full Attack: 2 slams +14 melee
Damage: Slam 2d10+7 plus cursed wound
Special Attacks/Actions: Berserk, cursed wound
Abilities: Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity, immune to piercing and slashing, haste
Advancement: 12-18 HD (Large); 19-33 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
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 6O 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.
Clay golems are fairly effective combatants, thanks to their immunities and their haste ability.
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once the golem goes berserk no known method can reestablish control.
Wound (Ex): The damage a clay golem deals doesn't heal normally. Only a heal spell or a Healing spell of 6th level or higher can heal it.
Immune to Slashing and Piercing (Ex): Slashing and piercing weapons, even enchanted ones, deal no damage to a clay golem.
Magic Immunity (Ex): Clay golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake cast directly at a clay golem stops it from moving that round and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.