Golem, Sickstone (CR 15)

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


AC: 29 (-1 size, +20 natural), touch 9, flat-footed 29
Hit Dice: 24d10 (132 hp); DR: 40/+4
Fort +8, Ref +8, Will +8
Speed: 20 ft. (cannot run), climb 20 ft.
Space: 5 ft./10 ft.
Base Attack +18; Grapple +18
Attack: 2 slams +30 melee
Full Attack: 2 slams +30 melee
Damage: Slam 2d10+13 plus sickening touch
Special Attacks/Actions: Nauseating aura, sickening touch
Abilities: Str 36, Dex 10, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity, sicken stone and metal
Feats: -
Skills: Climb +21
Advancement: 25-36 HD (Large); 37-60 HD (Huge); 61-72 HD (Gargantuan)
Climate/Terrain: Any deep underground
Organization: Solitary, pair, or gang (3-4)
Treasure: None

Source: Web

Combat

Like most golems, the sickstone golem is a slow and lumbering creature. It lacks any sense of planning and simply lumbers up to its target and smashes at it with its arms until the foe is dead or victorious. When a sickstone golem is destroyed, the magical enhancements on its body fail and the resulting wash of magical energies cause the thing to crumble into inert silvery dust.

Nauseating Aura (Su): The magical properties of the sickstone golem's poisonous body are enhanced and magnified when it is created. These sickening energies provide a silvery-green illumination to a 60-foot radius. Any living creature in this area must make a Fortitude saving throw (DC 22) each round or become nauseated for the duration of that round. A new saving throw must be made each round.

Sickening Touch (Su): A living creature struck by a sickstone golem must make a Fortitude saving throw (DC 22) or take 1d6 points of permanent Constitution drain as the magical energies of the creature's sickstone body leach away life and energy. Stone or metal creatures struck by a sickstone golem are immune to this effect, but they may suffer from its ability to sicken stone and metal (see below).

Construct Traits: A sickstone golem is immune to mind-affecting effects, and to 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 sickstone golem has darkvision (60-foot range).

Magic Immunity (Ex): A sickstone golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 1d6 rounds, with no saving throw, while transmute rock to sickstone (see "The Hidden Depths Below: Spells of the Deep Underdark") {{link to October article}} heals it of all damage. Stone to flesh does not harm the golem, but it does make it vulnerable to any normal attack for the following round (this does not include spells, except for those that cause damage).

Sicken Stone and Metal (Su): Any stone or metal object that strikes a sickstone golem (or any stone or metal creature that comes in contact with it) must make a Fortitude saving throw (DC 22) or become infused with the magical energies that course through the golem's body. Each time an object becomes infused with these energies, its hardness is permanently reduced by 1d6 points. If an object's hardness is reduced below 0, it crumbles to dust. A stone or metal creature also takes 1d6 points of permanent hit point loss each time it fails to resist this ability.