Old One Guardian (CR 14)
Alignment: Always neutral
Initiative: +1 (Dex)
Languages: Cannot speak
AC: 32 (-1 size, +1 Dex, +22 natural), touch 10, flat-footed 31
Hit Dice: 16d10 (88 hp); DR: 50/cold iron
Fort +6, Ref +7, Will +6
Speed: 20 ft. (cannot run)
Space: 5 ft./10 ft.
Base Attack +12; Grapple +12
Attack: 2 slams +20 melee
Full Attack: 2 slams +20 melee
Damage: Slam 2d10+9
Special Attacks/Actions: Twin storm
Abilities: Str 29, Dex 12, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct, flame shield, magic immunities, rust vulnerability
Advancement: 17-22 HD (Large), 23-48 HD (Huge)
Organization: Solitary or gang (2-4)
Old one guardians are straightforward in combat, closing for melee and pummeling opponents until none remain. They rely on their strong defenses to protect them from the attacks of opportunity they generate as they move through the battlefield with impunity. If heavily damaged, they often resort to using their twin storm ability as a primary attack, allowing them to damage large areas and heal themselves at the same time.
Flame Shield (Su): An old one guardian golem can cause its body to be wreathed in multi-hued flame. Creatures grappling the old one guardian or touching it with a natural or hand-held weapon suffer 6d6 points of either fire or cold damage (assign damage type randomly with each instance of damage). While using its flame shield ability, an old one guardian is immune to fire and cold damage.
Twin Storm (Su): Once every 1d4 rounds, an old one guardian can conjure an elemental storm of savage power to rain down around itself. This storm has a 20-foot radius and can be placed in any position so long as the old one guardian is within the area. Creatures within the area suffer 6d6 points of fire damage and 6d6 points of cold damage. A successful Reflex save (DC 18) halves both the cold damage and the fire damage.
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.
Magic Immunities (Ex): An old one guardian is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A negative energy effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire or cold effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, an old one guardian hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem makes no saving throws against fire or cold effects, and its twin storm ability can be used to heal itself.
Rust Vulnerability (Ex): An old one guardian is affected normally by rust attacks, such as the attack of a rust monster or a rusting grasp spell.