Golem, Coal (CR 10)

Large Construct
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: understands commands spoken in the Ignan tongue but do not understand Common; cannot speak

AC: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Hit Dice: 11d10 (60 hp); DR: 20/magic
Fort +3, Ref +2, Will +3
Speed: 20 ft. (cannot run)
Space: 5 ft./10 ft.
Base Attack +8; Grapple +8
Attack: 2 slams +13, or longspear +13/+8
Full Attack: 2 slams +13, or longspear +13/+8
Damage: Slam 2d10+9 plus 1d8 fire, longspear 2d8+9 plus 1d8 fire/x3
Special Attacks/Actions: Heat
Abilities: Str 23, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Berserk, construct traits, magic immunity
Advancement: 12-18 HD (Large); 19-33 HD (Huge)
Climate/Terrain: Any land
Organization: Solitary, pair, or gang (3-4)
Treasure/Possessions: None

Source: Web

Heat (Ex): A coal golem generates so much heat that its mere touch deals additional fire damage. Coal golems can conduct this heat through any metal objects or weapons they carry. This heat also has a chance to light flammable objects on fire (see Catching on Fire in Chapter 3 of the Dungeon Master's Guide).

Berserk (Ex): When a coal golem enters combat, there is a cumulative 2% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing (and/or lighting on fire) some object smaller than itself if no creature is within reach. It then moves on to spread more destruction. If within 60 feet, the golem's creator can try to regain control by speaking firmly and persuasively (in Ignan) to the golem, an act which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset its berserk chance to 0%.

Construct Traits: A coal golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A coal golem has darkvision (60-foot range).

Magic Immunity (Ex): A coal golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An ice storm slows it (as the slow spell) for 2d6 rounds, with no saving throw. Cone of cold slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 damage. Otiluke's freezing sphere stops it from moving that round and does regular damage. A fire 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, a coal golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.

A coal golem will engage in close combat, where its impressive heat can do extra damage, as soon as possible. It will also try to set fire to flammable objects, making the surrounding environment dangerous. It gets enraged by cold attacks and focuses its attention on anyone who attacks with such methods, even if those attacks do no significant harm.