Golem, Coral (CR 9)
Huge Construct (Aquatic)
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft. and low-light vision
Languages: Cannot speak
AC: 20 (-2 size, +12 natural), touch 8, flat-footed 20
Hit Dice: 16d10+40 (128 hp); DR: 10/bludgeoning and magic
Fort +5, Ref +5, Will +5
Speed: 30 ft., swim 30 ft.
Space: 15 ft./15 ft.
Base Attack +12; Grapple +26
Attack: Slam +16 melee or coral star +10 ranged
Full Attack: 4 slams +16 melee or 4 coral stars +10 ranged
Damage: Slam 2d8+6 plus stun, coral star 1d6+6 plus stun
Special Attacks/Actions: Stun
Abilities: Str 22, Dex 11, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, fast healing 10
Advancement: 17-24 HD (Huge); 25-32 HD (Gargantuan)
Climate/Terrain: Warm aquatic
Treasure: See text
A coral golems lurching gait belies its deadly accuracy in battle. It attacks with four heavy limbs that are treated as bludgeoning piercing, and slashing weapons for the purpose of overcoming damage reduction. In addition to its painful slam attacks, a coral golem can break off small, star-shaped fragments of its body and hurl them at opponens. These coral stars can be thrown and have a range increment of 30 feet underwater and 120 feet on land.
A damaged coral golem regrows lost coral quickly, giving it fast healing and an effectively unlimited supply of coral stars.
Stun (Ex): Any creature struck by a coral golem's slam attack or coral star must succeed on a DC 18 Fortitude save or be stunned for 1 round (until the beginning of the coral golem's next turn). The save DC is Constitution-based.
Construct Traits: A coral golem has darkvision out to 60 feet and low-light vision. It is immune to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, or death from massive damage. It does not breathe, eat, or sleep. It is destroyed when reduced to 0 hit points and cannot be raised or resurrected.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.