Golem, Thayan (CR 8)
Alignment: Always neutral
Initiative: +3 (Dex)
Languages: Cannot speak
AC: 24 (+3 Dex, +11 natural), touch 13, flat-footed 21
Hit Dice: 7d10+20 (58 hp); DR: 10/adamantine
Fort +2, Ref +5, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +8
Attack: 1 slam +8 melee; or +1 mighty composite longbow (+3) +8 ranged (or 2 attacks +6 ranged using Rapid Shot feat)
Full Attack: 1 slam +8 melee; or +1 mighty composite longbow (+3) +8 ranged (or 2 attacks +6 ranged using Rapid Shot feat)
Damage: Slam 1d6+4; or mighty composite longbow (+3) 1d8+3 (or 1d8+4 using +1 arrow)
Abilities: Str 16, Dex 16, Con -, Int -, Wis 11, Cha 1
Special Qualities: construct, immune to magic missiles, SR 12
Feats: Point Blank Shot; Precise Shot; Rapid Shot
Advancement: 8-11 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, team-up (2), or gang (3-6)
Treasure: None (other than +1 arrows)
Melee combat runs a distant second to ranged attacks for the Thayan golem. It carries a supply of up to one hundred fifty regular arrows and is sold with twenty +1 arrows for use against special targets. The wizards are happy to sell more magic arrows, should the purchaser desire. Operating alone, or in conjunction with normal hirelings, the golem will attempt to remain a short distance from the fight and fire into melee while its foes are occupied.
Curiously, getting a Thayan golem to specifically target a spellcasting foe who is not directly attacking it requires the golem's master to make a Will save (DC 12) or have her instructions "misunderstood" as an attack against some more "obvious" foe.
Immune to Magic Missiles (Su): Magic missile spell cannot affect a Thayan golem.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Feats: The Thayan golem gains Point Blank Shot, Precise Shot, and Rapid Shot as bonus feats.