Golem, Shadesteel, Greater (CR 14)
AC: 33 (-1 size, +2 Dex, +22 natural), touch 11, flat-footed 31
Hit Dice: 27d10+30 (178 hp); DR: 15/adamantine and magic
Fort +9, Ref +11, Will +9
Speed: 30 ft., fly 30 ft. (perfect)
Space: 10 ft./10 ft.
Base Attack +20; Grapple +36
Attack: Slam +31 melee
Full Attack: 2 slams +31 melee
Damage: Slam 2d10+12
Special Attacks/Actions: Negative pulse wave
Abilities: Str 34, Dex 14, Con -, Int -, Wis 11, Cha 7
Special Qualities: Construct traits, immunity to magic
Skills: Hide +10 and Move Silently +18
Advancement: 28-40 HD (Large); 41-54 HD (Huge)
Climate/Terrain: Plane of Shadow
Organization: Solitary or team (1 plus 2d6 greater shadows)
Monster Manual III
A greater shadesteel golem stands 11 feet tall and weighs about 4,000 pounds.
Greater shadesteel golems use the same techniques and tactics as ordinary shadesteel golems. Its negative pulse wave has a save DC of 23.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.