Half-Golem, Stone* (CR 4)

Medium Construct
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Initiative: +0
Languages: speaks whatever languages it spoke before its transformation

AC: 23 (+9 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 23
Hit Dice: 1d10+20 (25 hp); DR: 10/magic
Fort +4, Ref +0, Will +0
Speed: 30 ft. (cannot run)
Space: 5 ft. by 5 ft.
Base Attack +0; Grapple +7
Attack: Battleaxe +9 melee
Full Attack: Battleaxe +9 melee
Damage: Battleaxe 1d8+7/x3
Special Attacks/Actions: Slow
Abilities: Str 25, Dex 10, Con -, Int 1, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity, (Ftr 1, half-orc)
Feats: Power Attack; Weapon Focus (battleaxe)
Skills: Climb +9 and Jump +9
Advancement: By character class (fighter)
Climate/Terrain: Any land and underground
Organization: Solitary pair, or squad (5-20)
Treasure/Possessions: Standard (the sample creatures all have masterwork studded leather armor, masterwork small steel shields and battleaxes)

Source: Monster Manual II

Example using a 1st-level half-orc fighter who has failed a Will save as the character, are provided here.

A half-golem looks like a bizarre and horrifying melding of a golem and the character it once was. The materials of its golem limbs twine and crawl across its flesh, like ivy growing across a building or tree. In many cases, a half-golem's flesh is horribly scarred and has the pale gray color of death. Half-golems speak whatever languages they spoke before their transformations, but their voices are harsh and strangled.

A stone half-golem drags thick limbs of roughly chiseled stone, stylized to suit its creator. For example, one might appear armored, have a particular symbol carved on it, or have designs worked into it. The limbs may be of different types of stone.

Slow (Su): A stone golem can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.