Golem, Ruby (CR 11)
Alignment: Always neutral
Initiative: +1 (Dex)
Languages: Cannot speak
AC: 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Hit Dice: 10d10+30 (85 hp); DR: 10/adamantine
Fort +3, Ref +4, Will +4
Speed: 30 ft. (cannot run), burrow 10 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +17
Attack: 2 slams +12 melee
Full Attack: 2 slams +12 melee
Damage: Slam 2d6+6
Special Attacks/Actions: Spell-like abilities
Abilities: Str 23, Dex 12, Con -, Int 10, Wis 12, Cha 1
Special Qualities: Magic immunity, construct, regeneration 10
Feats: Cleave; Improved Bull Rush; Improved Sunder
Skills: Climb +19 and Jump +19
Advancement: 11-20 HD (Large); 21-30 HD (huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair or troop (3-5)
Treasure/Possessions: None (except heart)
Regeneration (Ex): Ruby golems regenerate at the rate of 10 points per round. Sonic attacks deal normal damage.
Magic Immunity (Ex): Ruby golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. A shatter spell affects the ruby golem per the spell's standard effects. A mending spell heals 2d6 points of the damage the golem has suffered. Sonic spells, sonic spell-like abilities, and sonic effects affect the ruby golem normally.
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.
Ruby golems frequently interpret orders to attack as orders to grapple, even if their master would prefer that they remain standing.
They sometimes prefer nor to recognize that a foe has been pounded flat, often continuing to attack a foe who has fallen.