Encounters by Locale: Storm Horns and Thunder Peaks - Cave, Lower Levels
Golem, Stone (CR 11)
Alignment: Always neutral
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26
Hit Dice: 14d10+30 (107 hp); DR: DR 10/adamantine
Fort +4, Ref +3, Will +4
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +13
Attack: Slam +18 melee
Full Attack: 2 slams +18 melee
Damage: Slam 2d10+9
Special Attacks: Slow
Abilities: Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic
Advancement: 15-21 HD (Large); 22-42 HD (Huge)
Climate/Terrain: Any land
Organization: Solitary or gang (2-4)
Source: Monster Manual
Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactic. They are emotionless in combat and cannot be easily provoked.
A golem's creator can command it if the golem is within 6O feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence, such as "Remain in an area and attack all creatures that enter" (or only a specific type of creature), "Ring a gong and attack," or the like.
Since golems do not need to breathe and are immune to most forms of energy, they can press an attack against an opponent almost anywhere, from the bottom of the sea to the frigid top of the tallest mountain.
Stone golems are formidable opponents, being physically powerful and difficult to harm.
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.
Magic Immunity (Ex): A stone golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem's structure but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage).
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.