Golem, Sardorian (CR 15)

Large Construct
Alignment: Always neutral
Initiative: +0
Languages: Cannot speak


AC: 35 (-1 size, +26 natural), touch 9, flat-footed 35
Hit Dice: 30d10+30 (195 hp); DR: 15/magic and adamantine
Fort +10, Ref +10, Will +11
Speed: 30 ft., fly 60 ft. (clumsy)
Space: 10 ft./5 ft.
Base Attack +22; Grapple +36
Attack: Bite +31 melee
Full Attack: Bite +31 melee and 2 claws +26 melee and 2 wings +26 melee and tail slap +26 melee
Damage: Bite 2d6+10, claws 1d8+5, wings 1d6+5, tail slap 1d8+5
Special Attacks/Actions: Breath weapon
Abilities: Str 31, Dex 10, Con -, Int -, Wis 13, Cha 15
Special Qualities: Construct traits, immunity to magic and psionics
Feats: -
Skills: -
Advancement: 31-50 HD (Large); 51-70 HD (Huge); 71-90 HD (Gargantuan)
Climate/Terrain: Any
Organization: Solitary
Treasure: None

Source: Web

Combat

A Sardorian golem does nothing without explicit orders from its creator. It follows instructions literally and is incapable of any strategy or tactics. Sardorian golems don't use weapons, even if ordered to, and always strike first with their breath weapons before moving to melee range.

A Sardorian golem's creator can command it if the golem is within 60 feet and can see and hear its creator. 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 command to govern its actions in his or her absence, such as "Remain in this area and attack all creatures that enter."

Breath Weapons (Su): This cone-shaped breath weapon is a mixture of force, fire, and brilliant light, and it extends out 40 feet. The breath deals 9d8 points of force damage and 9d8 points of fire damage (Reflex DC 25 half). Any creature that fails its Reflex save is also blinded for 1d4 rounds. The golem's creator can direct it to deal nonlethal damage with the force portion of the damage. The golem must wait 1d4 rounds before it can use its breath weapon again. The save DC is Charisma-based.

Immunity to Magic (Ex): Sardorian golems are immune to all spells, spell-like abilities, and supernatural effects and abilities.

Immunity to Psionics (Ex): Sardorian golems completely resist psionic effects that allow power resistance.

Construct Traits: A Sardior's golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (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 critical hits, subdual damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision.