Shield Guardian (CR 8)
Alignment: Always neutral
Languages: Cannot speak
AC: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Hit Dice: 15d10+30 (112 hp)
Fort +5, Ref +5, Will +5
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +11; Grapple +21
Attack: Slam +16 melee
Full Attack: 2 slams +16 melee
Damage: Slam 1d8+6
Special Attacks/Actions: -
Abilities: Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1
Special Qualities: Construct, fast healing 5, shield other, guard, find master, spell storing
Advancement: 16-24 HD (Large); 25-45 HD (Huge)
Climate/Terrain: Any land and underground
Shield guardians are straightforward in battle, bashing with their heavy stone fists. They are made for defense and are not particularly impressive on offense.
Spell Storing (Sp): The shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It "casts" this spell when commanded or when a predetermined situation arises. Once this is used, it can store another spell (or the same spell).
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical bits, subdual damage, ability damage, energy drain, or death from massive damage.
Shield Other (Sp): The wearer of the keyed amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this transfers to the guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell's AC or save bonuses, but see below).
Guard (Ex): The shield guardian moves swiftly to defend the amulet wearer by its side, blocking blows and disrupting foes. All attacks against the amulet wearer suffer a -2 deflection penalty.
Find Master (Su): No matter the distance, as long as they are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).