Golem, Fungus (CR 4)
Alignment: Aways neutral
Initiative: -1 (Dex); Senses: low-light vision
Languages: Cannot speak
AC: 16 (-1 Dex, +7 natural), touch 9, flat-footed 16
Hit Dice: 6d10+20 (53 hp); DR: 5/slashing
Fort +2, Ref +1, Will +2
Speed: 20 ft.(cannot run)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +8
Attack: Slam +8 melee
Full Attack: 2 Slams +8 melee
Damage: Slam 1d10+4
Special Attacks/Actions: Breath weapon, infectious touch
Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity
Advancement: 7-10 HD (Medium), 11-18 HD (Large)
Climate/Terrain: Any land
Organization: Solitary, pair, or gang (3-4)
While fungus golems have excellent strength and resilience, their real power comes from the toxins and spores hidden throughout their bodies.
Breath Weapon (Ex): 15-foot cone, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial and secondary damage 1d4 Con. Fortitude DC 13 negates. The save DC is Constitution-based.
Infectious Touch (Ex): Any wound inflicted by the fungus golem becomes infected with spores and begins to fester. Any hit points lost to a fungus golem's slam attack does not heal naturally. A remove disease spell ends this effect and allows natural healing to occur.
Magic Immunity (Ex): A fungus golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below. Antiplant shell functions normally against fungus golems, remove disease renders the golem's infectious touch attack nonfunctional for 1d4 rounds, and neutralize poison prevents the golem from using its breath weapon for 1d6 rounds.