Grisgol (CR 15)
Alignment: Always neutral
Languages: Cannot speak
AC: 28 (-1 size, +19 natural), touch 9, flat-footed 28
Hit Dice: 19d10+30 (134 hp); DR: 10/piercing and magic
Fort +6, Ref +6, Will +6
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +14; Grapple +22
Attack: Slam +17 melee
Full Attack: 2 slams +17 melee
Damage: Slam 1d6+4 plus 1d8+5 negative energy plus paralysis
Special Attacks/Actions: Choking dust, damaging touch, paralyzing touch, spell-like abilities
Abilities: Str 18, Dex 10, Con -, Int -, Wis 11, Cha 11
Special Qualities: Construct traits, immunity to magic, incite madness
Treasure: No coins; no goods; double items
Monster Manual III
A grisgol is tenacious and relentless, following its creator's instructions explicitly without regard to strategy. Therefore, a grisgol's spell usage is scripted ahead of time by its creator, unless its creator is within 60 feet of the golem and is able to issue commands.
Choking Dust (ex): Striking the golem with any kind of implement other than a piercing weapon invites a disease-causing, choking cloud of dust and mold to explode from the creature. All within a 10-foot radius must make a DC 23 Fortitude save or take 1d4 points of Constitution damage. Those who fail the first Fortitude save must make another DC 23 Fortitude save (adjusted by their new Constitution score) or contract the slimy doom disease in 24 hours. The save DC is Strength-based.
Damaging Touch (Ex): As with the lich that animates it, the touch of a grisgol deals 1d8+5 points of negative energy damage to living creatures (Will DC 19 half). The save DC is Charisma-based.
Paralyzing Touch (Su): The slam attack of a grisgol causes permanent paralysis unless the subject succeeds on a DC 19 Fortitude save. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a grisgol seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals the victim to be alive. The save DC is Charisma-based.
Spell-Like Abilities: A grisgol is created with the ability to use ten different spells as spell-like abilities (one each of levels 0 through 9th), each one once per day. These spells can vary based on the creator's whim, and are either cleric spells (if the animating lich was a cleric) or sorcerer/wizard spells (if the animating lich was a sorcerer or wizard). Most creators choose simple spells, reasoning that the grisgol's lack of intelligence prevents it from using strategy. The save DCs are 10 + 1-1/2 the spell's level (much like a magic item). Caster level 20th.
Typical Spell-Like Abilities: 1/day - chain lightning (DC 19), feeblemind (DC 17), hold person (DC 14), horrid wilting (DC 22), ice storm, meteor swarm (DC 23), power word blind, scorching ray (+13 melee touch), shield, touch of fatigue (+17 melee touch, DC 10). Caster level 20th.
Immunity to Magic (Ex): A grisgol is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a grisgol, as noted below.
Erase delivered as a touch attack on a grisgol deals 2d6 points of damage to the creature (no save).
Casting secret page on a grisgol renders it invisible as the invisibility spell.
Incite Madness (Sp): After a grisgol is killed, anyone examining the strips of scroll parchment or tome pages that comprise the creature's wrappings invokes a curse that renders the reader insane (Will DC 19 negates). The victim of this insanity becomes convinced that the thousands of scraps of parchment contain great and lost arcane secrets, and that he must discover these secrets by painstakingly fitting every last piece of ripped parchment and torn page back together in the right order. He dedicates every waking hour to this massive undertaking, barely pausing to eat or rest, in order to finish this task as fast as possible. The victim always thinks, and tries to convince others, that he is on the brink of a revelation. His personal study becomes cluttered with diagrams, charts, and plans extrapolating how the pieces might fit together, constantly rearranging them to fit current theories or hunches.
The subject takes 1 point of Intelligence drain when the curse is first activated, and takes another point of Intelligence drain every week the curse continues uncured. The subject dies when he or she reaches 0 Intelligence.
The Intelligence drain can't be restored while the curse is active. Only a limited wish or similarly powerful magic can relieve a victim of this curse.