Golem, Sand (CR 12)
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 23 (-2 size, -1 Dex, +16 natural), touch 7, flat-footed 23
Hit Dice: 18d10+40 (139 hp); DR: 5/adamantine and bludgeoning
Fort +6, Ref +5, Will +6
Speed: 20 ft., burrow 20 ft. (sand and earth only)
Space: 15 ft./15 ft.
Base Attack +13; Grapple +27
Attack: Slam +17 melee
Full Attack: 2 slams +17 melee
Damage: Slam 3d8+6 plus stifle
Special Attacks/Actions: Brownout, stifle
Abilities: Str 23, Dex 8, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic
Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)
Climate/Terrain: Warm deserts
Organization: Solitary or gang (2-4)
A sand golem's master can command it if the golem is within 60 feet and can see and hear its master. If uncommanded, a sand golem usually follows its last instruction to the best of its ability, although if attacked it returns the attack. Its master can give the golem a simple command to govern its actions in her absence, such as "Remain in this area and attack all creatures that enter." Its creator can order a sand golem to obey the commands of another person (usually a member of the Dusty Conclave) but she can always resume control over the golem by commanding it, at will, to obey her alone.
A sand golem attacks with its fists, pummeling its opponents. Its Armor Class is relatively low, and its ability to resist damage is less than that of other golems, but it draws strength from the fury of a desert storm.
Brownout (Ex): The dust cloud that surrounds a sand golem produces a constant condition of brownout, a common side effect of sandstorms. Creatures within 10 feet of a sand golem take a -4 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision. These effects end when the creature leaves the 10-foot area around a golem.
Stifle (Ex): When a sand golem strikes a living creature, some of the shapesand that forms its body forces its way into its opponent's mouth and nose, causing that creature to suffocate. The opponent must make an immediate DC 10 Constitution check, repeated each round with the DC increasing by 1 for each previous check, until it can clear the sand from its lungs. A stifled creature can clearing the sand from its blocked airways by spending a full-round action that provokes attacks of opportunity. When the opponent fails a Constitution check, it begins to suffocate.
Immunity to Magic (Ex): A sand golem has immunity to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. An earthquake spell cast directly on a sand golem stops it from moving on its next turn and deals 3d12 points of damage. A vitrify spell does not actually change the sand golem's structure but negates its damage reduction and immunity to magic for 1 round.
A blast of sand or flaywind burst spell restores 1 hit point for every 3 points of damage it would otherwise deal. (A sand golem caught in a supernatural flaywind also benefits from this effect.) A fuse sand spell restores all of a sand golem's lost hit points.