Golem, Dragonflesh (CR 13)

Large Construct
Alignment: Always neutral
Initiative: +0; Senses: Listen +22 and Spot +21
Languages: Cannot speak


AC: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Hit Dice: 30d10+30 (195 hp); DR: 10/adamantine
Fort +10, Ref +10, Will +13
Speed: 40 ft. (cannot run), fly 120 ft. (poor)
Space: 10 ft./10 ft.
Base Attack +22; Grapple +32
Attack: Bite +27 melee and 2 claws +22 melee and 2 wings +22 melee and tail slap +22 melee
Full Attack: Bite +27 melee and 2 claws +22 melee and 2 wings +22 melee and tail slap +22 melee
Damage: Bite 2d6+6, claw 1d8+3, wing 1d6+3, tail slap 1d8+9
Special Attacks/Actions: Frightful presence
Abilities: Str 22, Dex 11, Con -, Int 4, Wis 17, Cha 17
Special Abilities:
Special Qualities: construct traits, magic immunity
Feats: Alertness; Cleave; Great Cleave; Hover; Improved Bull Rush; Improved Overrun; Improved Sunder; Power Attack; Toughness (x2); Wingover
Skills: Listen +22 and Spot +21
Advancement: 31-60 HD (Large); 61-90 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure: None

Source: Monster Manual II

Combat

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 drolem lacks the breath weapons and the spellcasting abilities of true dragons. It usually prefers to land in the midst of a group of opponents and lash out in all directions with its teeth, claws, wings, and tail.

Frightful Presence (Ex): When a drolem charges, attacks, or flies overhead, it inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 28) or become shaken for 5d6 rounds. A successful save leaves that opponent immune to that drolem's frightful presence for 24 hours.

Blindsight (Ex): A drolem can ascertain its surroundings by non-visual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues). This ability enables it to discern objects and creatures within 150 feet. The drolem usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

Magic Immunity (Ex): A drolem is immune to all spells, spell-like abilities, and supernatural effects, except as follows: Fire- and cold-based effects slow the monster (as the slow spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the drolem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a drolem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The drolem does not get a saving throw against electricity effects.