Golem, Gloom (CR 7)
AC: 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Hit Dice: 8d10+30 (74 hp); DR: 10/good
Fort +2, Ref +4, Will +2
Speed: 30 ft.
Space: 10 ft./10 ft. (spiked chain up to 20 ft.)
Base Attack +6; Grapple +14
Attack: Claw +9 melee or spiked chain +9 melee
Full Attack: 2 claws +9 melee (1d8+4 plus 1d6 Cha) or spiked chain +9/+4 melee
Damage: claws 1d8+4 plus 1d6 Cha, spiked chain 2d6+6 plus 1d6 Cha
Special Attacks/Actions: Crushing, despair, touch of woe
Abilities: Str 18, Dex 15, Con -, Int -, Wis 11, Cha 15
Special Qualities: Construct traits, immunity to magic
Skills: Move Silently -8
Advancement: 9-12 HD (Large); 13-16 HD (Huge)
Climate/Terrain: Gray Waste of Hades
Monster Manual III
Crushing Despair (Su): Creatures within 30 feet of a gloom golem who hear its incessant howl must succeed on a DC 16 Will save or take a -2 penalty on attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. The penalties last until the golem is destroyed, for only then is the victim's despair lifted. A good hope spell counters this mind-affecting compulsion. The Save DC is Charisma-based.
Touch of Woe (Ex): A creature wounded by a gloom golem ust succeed on a DC 16 Will save or take 1d6 points of Charisma drain. As the creature loses Charisma, it becomes more miserable and withdrawn until, at 0 Charisma, it collapses into a nightmare-filled coma. The save DC is Charisma-based.
Skills: Due to its incessant howling, a gloom golem takes a +10 penalty on Move Silently checks.
A gloom golem attacks with its two claws, although it can wield weapons as well. Its preferred weapon is the spiked chain. When using a spiked chain, a gloom golem gains 10 feet on its reach and gets a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails). It can also use the spiked chain to make trip attacks, dropping it to avoid being tripped if its own attempt to trip fails.
A gloom golem's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.