Golem, Serpentflesh (CR 8)

Large Construct
Alignment: Always neutral evil
Initiative: +2 (Dex)
Languages: Cannot speak


AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Hit Dice: 11d10 (90 hp); DR: 10/adamantine
Fort +3, Ref +5, Will +3
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +8; Grapple +16
Attack: Slam +11 melee
Full Attack: 2 slams +11 melee and bite +6 melee
Damage: Slam 2d6+4, Bite 1d8+2 plus poison
Special Attacks/Actions: Poison
Abilities: Str 18, Dex 15, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic, resistance to fire 20
Feats: -
Skills: -
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Climate/Terrain: Any
Organization: Solitary
Treasure: None

Source: Serpent Kingdoms

Combat

A serpentflesh golem is more dexterous than most other golems, and it uses this speed to advantage in combat. It typically begins a battle with slam attacks using either its arms or its tail. It saves its bite attack for opponents that prove resistant to its raw brutality.

Poison (Ex): Bite, injury, Fortitude DC 15, initial and secondary damage 1d6 Str.

Construct Traits: A serpentflesh golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-influencing 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, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. Darkvision 60 ft. and low-light vision.

Immunity to Magic (Ex): A serpentflesh golem is immune 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.

A magical attack that deals cold or fire damage slows a serpentflesh golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the serpentflesh golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a serpentflesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. It gets no saving throw against attacks that deal electricity damage.