Golem, Hellfire (CR 17)

Large Construct (Extraplanar)
Alignment: Always lawful evil
Initiative: +2 (Dex); Senses: Spot +24
Languages: Infernal


AC: 27 (-1 size, +2 Dex, +16 natural), touch 11, flat-footed 25
Hit Dice: 20d10+30 (140 hp); DR: 15/adamantine and good
Fort +8, Ref +8, Will +7
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +15; Grapple +26
Attack: Slam +22 melee
Full Attack: 2 slams +22 melee
Damage: Slam 1d8+7/19-20 plus 2d6 hellfire
Special Attacks/Actions: Hellfire, spell-like abilities
Abilities: Str 25, Dex 14, Con -, Int 12, Wis 13, Cha 14
Special Qualities: Acid resistance 20, cold resistance 20, construct traits, fire immunity, immunity to magic
Feats: Cleave; Combat Reflexes; Great Fortitude; Great Cleave; Improved Critical (slam); Power Attack; Weapon Focus (slam)
Skills: Climb +30, Jump +30, and Spot +24
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Climate/Terrain: Any land and underground (Nine Hells)
Organization: Solitary
Treasure: -

Source: Fiend Folio

Combat

Golems are tenacious in combat and prodigiously strong as well. They are emotionless and cannot be provoked, but those described here are inherently cruel and love to torment their foes.

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If not under a command, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give a golem a simple program to govern its actions in his or her absence, such as "Remain in an area and attack all creatures that enter" (or only a specific type of creature), "Ring a gong and attack," or the like.

Construct Traits: Golems are immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. A golem is not subject to critical hits, subdual 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. All golems have darkvision (60-four range).

Hellfire golems are not mindless, but neither are they subtle. Their magical abilities involve burning things up, and their physical abilities lend themselves well to the same approach.

Hellfire (Ex): A hellfire golem burns with unearthly fire. Those hit by a hellfire golem's slam attack take 2d6 points of hellfire damage. Half of this damage is fire damage, while the other half results directly from unholy power and is therefore not lessened by protection against fire.

Creatures hitting a hellfire golem with natural weapons or unarmed attacks take hellfire damage as though hit by the golem's slam attack.

Spell-like Abilities: At will - burning hands, fireball, flare, produce flame; 3/day - flame strike. Caster level 20th; save DC 12 + spell level.

Immunity to Magic (Ex): A hellfire golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A quench spell seems to extinguish the flames, suffusing the golem's frame for 2d4 rounds, but it actually only halves the damage from its hellfire (negating the fire damage). A cold effect that deals more than 21 points of damage (after overcoming its cold resistance) slows it (as the slow spell) for 1d6 rounds, with no saving throw. A spell with the lawful or evil descriptor (such as order's wrath or unholy blight) breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem is fully affected by spells with the chaotic or good descriptor, unless its construct traits make it immune to the spell's effects (it cannot be blinded by a holy aura, for example, because that effect allows a Fortitude save).

As an extraplanar creature, a hellfire golem on the Material Plane can be driven back to its home plane by a dispel evil or dispel law spell (as well as by holy word or word of chaos), but it is not affected by banishment or dismissal since they are not good or chaotic spells.

Extraplanar Subtype

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.