Golem, Grave Dirt (CR 9)
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Hit Dice: 11d10+30 (90 hp); DR: 5/adamantine and bludgeoning
Fort +3, Ref +2, Will +3
Speed: 20 ft. (cannot run
Space: 10 ft./10 ft.
Base Attack +8; Grapple +19
Attack: Slam +13 melee
Full Attack: 2 slams +13 melee
Damage: Slam 2d8+6 plus soiled wound
Special Attacks/Actions: Berserk, soiled wound
Abilities: Str 23, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic
Advancement: 12-18 HD (Large); 19-33 HD (Huge)
Organization: Solitary, pair, or gang (3-4)
No one likes to be hit by a grave dirt golem because its filth fouls the wounds of its enemies.
Berserk (Ex): When a grave dirt golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. An uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a grave dirt golem goes berserk, no known method can reestablish control.
Construct Traits: A grave dirt golem has immunity to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. It also has darkvision out to 60 feet and low-light vision. As a construct, a grave dirt golem has no Constitution score, but it gains 30 bonus hit points due to its size (which are included in the statistics above).
Immunity to Magic (Ex): A grave dirt golem is immune to spells, spell-like abilities, and supernatural effects, just as if the attacker had failed to overcome spell resistance. The only exceptions are as follows: A move earth spell drives the grave dirt golem back 120 feet and deals 3d12 points of damage. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake spell cast directly at a grave dirt golem stops it from moving on its next turn and deals 5d10 points of damage. The golem receives no saving throw against any of these effects.
Any magical attack against a grave dirt golem that deals electricity damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points that last for up to 1 hour. A grave earth golem receives no saving throw against magical attacks that deal electricity damage.
Soiled Wound (Ex): The wound inflicted by a grave dirt golem is caked with grave dirt. Suffused with negative energy, the soiled wound deals an extra 2d4 points of negative energy damage on the round subsequent to its delivery, after which the dirt in the wound becomes inert.