Golem, Gold (CR 7)
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 24 (-1 size, -1 Dex, +16 natural), touch 8, flat-footed 24
Hit Dice: 10d10+30 (85 hp); DR: 10/adamantine
Fort +3, Ref +2, Will +3
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +19
Attack: Slam +14 melee (2d10+8) or tentacle +4 melee (1d10+8)
Full Attack: 2 slams +14 melee (2d10+9), or slam +14 melee (2d10+8) and tentacle +9 melee (1d10+4), or 2 tentacles +14 melee (1d10+8)
Special Attacks/Actions: Energy reflection, tentacle
Abilities: Str 27, Dex 8, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, half damage from slashing weapons, immunity to magic
Advancement: 11-30 HD (Large), 31-50 HD (Huge)
Tentacle (Ex): A gold golem can use part of its body to extend into a whiplike appendage and strike with a reach of 30 feet. The appendage is reabsorbed into the golem at the end of the attack. Using this attack provokes an attack of opportunity from foes that threaten the golem. The golem uses its Dexterity modifier to resolve tentacle attacks.
Energy Reflection (Ex): The gold in the golem's body is inert energetically. Thus, any energy attack directed at the golem is absorbed. From this energy, the golem first is healed 1 point for every 5 points of damage that the attack would have done. Once the golem is at full hit points, the remainder of the attack is reflected on the source as a free action in the same round. The golem must expel the extra energy every round; if somehow it is prevented from doing so then it takes half damage from the attack in the following round as the attack energy is forcefully dissipated.
Half Damage from Slashing Weapons (Ex): Because the golem's body is made of thousands of parts, slashing weapons pass through the body without causing as much damage as normal. The coins or objects part somewhat to let the slashing weapon through.
Immunity to Magic (Ex): A gold golem is immune to any spell or spell-like effect that allows spell resistance. In addition, certain spells or spell-like effects function differently against the golem, as described below.
Telekinesis can cause the golem to temporarily lose part of its form. Used in violent thrust option, the spell pushes 10,000 gp to 18,000 gp worth of the golem out of the golem's body for the duration of the spell (depending on caster level). This results in the golem suffering -1 to attacks and damage, and the temporary loss of 6 hit points. It also prevents the golem from using its ranged slam attack for the duration of the spell.
Transmute metal to wood does not change the golem's nature, but it does negate its magic immunity and damage reduction for 1 round.
Dismissal deactivates the golem for 1 round, returning it to a pile of golden objects.
Construct Traits: A gold golem is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected.
The tentacle ability and their magical protections and energy reflection make gold golems a truly terrifying foe. Additionally, damaging a gold golem damages the treasure that makes up its body. Every 10 points of damage reduces the total worth of the treasure by 10,000 gp. If the golem is reduced to 0 hit points, it dissolves into its constituent treasure components, with the decrease in value from damage.