Golem, Wood (CR 3)
Alignment: Always neutral
Initiative: -1 (Dex); Senses: low-light vision
Languages: Cannot speak
AC: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
Hit Dice: 4d10+20 (42 hp); DR: 5/slashing
Fort +1, Ref +0, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Slam +6 melee
Full Attack: 2 slams +6 melee
Damage: Slam 1d10+3
Special Attacks/Actions: -
Abilities: Str 16, Dex 8, Con -, Int -, Wis 11, Cha 1
Special Qualities: Buoyant, construct traits, fast repair, fire vulnerability, magic immunity
Advancement: 4-6 HD (Medium); 7-12 HD (Large)
Climate/Terrain: Any land
Organization: Solitary, pair, or cord (3-4)
Fast Repair (Su): If a wood golem is damaged, its body begins to warp and knit itself together, repairing 2 hit points per round. This ability is identical to fast healing, except that it repairs damage rather than curing it. If the golem is reduced to 0 hit points or less then the wood ceases to renew and the golem is destroyed. Hit points lost as a result of fire damage cannot be repaired with this ability.
Fire Vulnerability: The body of a wood golem is, naturally, very susceptible to fire damage. Wood golems take half again as much (+50%) damage from fire. In addition, hit points lost to fire damage cannot be repaired by the golem's fast repair ability.
Magic Immunity (Ex): A wood 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.
Any spell that deals fire damage affects the golem normally and deals extra damage. Antiplant shell affects wood golems as if they were plants. Plant growth repairs all damage dealt to a wood golem, restoring it to full hit points.
In combat a wood golem uses its arms like clubs, battering its opponents into the ground. While wood golems are a significant threat in melee combat, the use of fire against them easily changes the odds.