Golem, Razor (CR 12)
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 28 (-1 Dex, -1 size, +20 natural), touch 8, flat-footed 28
Hit Dice: 16d10 (88 hp); DR: 40/magic
Fort +5, Ref +4, Will +5
Speed: 30 ft.
Space: 5 ft./10 ft.
Base Attack +12; Grapple +12
Attack: 2 claws +21 melee
Full Attack: 2 claws +21 melee
Damage: Claw 2d10+10
Special Attacks/Actions: Razor wall, Special slashing touch, wounding
Abilities: Str 30, Dex 9, Con -, Int -11, Wis 1, Cha -
Special Qualities: Constructtraits, magic immunity, vulnerabilities (bludgeoning and rust)
Advancement: 17-32 HD (Large); 31-48 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-4)
Razor golems are extremely deadly in combat, lashing out with their razor claws or slamming against opponents in order to do severe slashing damage.
Razor Wall (Su): As a full-round action, a razor golem can separate itself into its component razor disks. This attack form duplicates the effect of a blade barrier spell (set vertically) as if cast by a 15th-level cleric, except that the razor golem can move at half speed while in this state. The razor golem can transform back into its previous state as another full-round action. While in wall form, the golem's Armor Class is unchanged, and it can be attacked normally. While in wall form, the golem can attack by merely moving through foe's spaces, which forces opponents to make Reflex saves (DC 18) or take damage from the blade barrier effect. The golem cannot make claw attack while in wall form.
Slashing Touch (Ex): If a razor golem makes a bull rush or grapples an opponent, the damage type is slashing rather than bludgeoning.
Wounding (Ex): The extremely keen edges of the razor golem's attacks cause wounds that bleed incessantly. If a razor golem damages a foe with its claw attacks, the victim bleeds for 1 point of damage per round thereafter in addition to the claw damage. Multiple wounds from the claws result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be healed only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).
Construct Traits: A razor golem is 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. The creature 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. A razor golem has darkvision (60-foot range).
Magic Immunity: A razor golem is immune to all spells, spell-like abilities, and supernatural effects, except magic weapon (heals 2d6 points of damage the golem has taken) and those that cause rust damage (see below).
Bludgeoning and Rust Vulnerability: A razor golem is affected normally by bludgeoning weapons (which bypass the golem's damage reduction regardless of their enhancement bonuses or lack thereof), and by rust attacks, such as that of a rust monster or a rusting grasp spell.