Golem, Iron (CR 13)

Large Construct
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak


AC: 30 (-1 size, -1 Dex, +22 natural), touch 8, flat-footed 30
Hit Dice: 15d10+30 (129 hp); DR: 15/adamantine
Fort +6, Ref +5, Will +6
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +12; Grapple +28
Attack: Slam +23 melee
Full Attack: 2 slams +23 melee
Damage: Slam 2d10+11
Special Attacks/Actions: Breath weapon
Abilities: Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic
Feats: -
Skills: -
Advancement: 19-24 HD (Large); 25-54 HD (Huge)
Climate/Terrain: Any land
Organization: Solitary or gang (2-4)
Treasure: None

Source: Monster Manual

Combat

Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactic. They are emotionless in combat and cannot be easily provoked.

A golem's creator can command it if the golem is within 6O feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the 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.

Since golems do not need to breathe and are immune to most forms of energy, they can press an attack against an opponent almost anywhere, from the bottom of the sea to the frigid top of the tallest mountain.

Iron golems are mighty combatants. They strike with deadly accuracy and incredible force. Their bodies are nearly invulnerable but can be reduced to piles of rubbish by rust monsters.

Breath Weapon (Su): First or second round of combat - cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.

Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.

Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.