Golem, Equine (CR 5)
Alignment: Always neutral
Initiative: +1 (Dex)
Languages: Cannot speak
AC: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Hit Dice: 6d10 (33 hp); DR: 5/magic
Fort +2, Ref +3, Will +2
Speed: 50 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +4
Attack: 2 hooves +8 melee and bite +3 melee
Full Attack: 2 hooves +8 melee and bite +3 melee
Damage: Hoof 1d8+5; bite 1d4+2
Special Attacks/Actions: Shatter
Abilities: Str 21, Dex 13, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct, magic immunity
Advancement: 7-12 HD (large)
Climate/Terrain: Any land and underground
Arms and Equipment Guide
An equine golem attacks as a warhorse, leading with hoof attacks against whatever its master points out. It can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Shatter (Sp): Three times per day, an equine golem can emit an ear-splitting whinny, which acts as a shatter spell cast by a 10th-level sorcerer.
Magic Immunity (Ex): An equine golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A warp wood or wood shape spell slows it (as the slow spell) for 2d6 rounds. A repel wood spell pushes it back normally, but if the golem resists the spell, it can hold its ground. This spell never splinters or breaks any part of the construct. Fire and electricity effects char the golem but do not harm it.
Carrying Capacity: light load 459 lb., medium 918 lb., heavy 1,380 lb.