Golem, Ice (CR 9)
AC: 22 (-1 size, +13 natural), touch 9, flat-footed 22
Hit Dice: 12d10+30 (96 hp); DR: 10/bludgeoning
Fort +4, Ref +4, Will +4
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +20
Attack: Slam +15 melee
Full Attack: 2 slams +15 melee
Damage: Slam 2d8+7
Special Attacks/Actions: Ice shards, improved grab
Abilities: Str 25, Dex 10, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, icewalking, immunity to cold and magic, vulnerability to fire
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Climate/Terrain: Any cold
Organization: Solitary or pair
Ice Shards (Su): As a free action once every 1d4+1 rounds, an ice golem can generate a spray of deadly ice shards from its body, dealing 2d6 points of piercing damage and 1d6 points of cold damage to all creatures within 10 feet. In addition, living creatures must succeed on a DC 16 Fortitude save or be blinded for 1d4 rounds. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, the ice golem must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Construct Traits: An ice golem has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. It has darkvision out to 60 feet and low-light vision.
Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces. An ice golem can move normally on any icy surface.
Immunity to Magic (Ex): An ice 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. Fire spells and effects affect the golem normally, even if they permit spell resistance (but note the golem's vulnerability to fire).
A magical attack that deals cold damage heals an ice golem of 1 point of damage for each 3 points of damage such an attack would otherwise deal. If the amount of healing would cause the golem to exceed it full normal hit points, it gains any excess as temporary hit points.
Ice golems are unimaginative enemies; they make direct attacks against the nearest foe when ordered to.
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.