Golem, Shadesteel (CR 11)

Medium Construct (Extraplanar)
Alignment: Always neutral
Initiative: +3 (Dex)
Languages: Cannot speak


AC: 33 (+3 Dex, +20 natural), touch 13, flat-footed 30
Hit Dice: 18d10+20 (119 hp); DR: 10/adamantine and magic
Fort +6, Ref +9, Will +6
Speed: 30 ft., fly 30 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +13; Grapple +20
Attack: Slam +20 melee
Full Attack: 2 slams +20 melee
Damage: Slam 2d6+7
Special Attacks/Actions: Negative pulse wave
Abilities: Str 24, Dex 16, Con -, Int -, Wis 11, Cha 7
Special Qualities: Construct traits, immunity to magic
Feats: -
Skills: Hide +15 and Move Silently +19
Advancement: 19-26 HD (Medium); 27-40 HD (Large); 41-54 HD (Huge)
Climate/Terrain: Plane of Shadow
Organization: Solitary or team (1 plus 2d4 greater shadows)
Treasure/Possessions: None

Source: Monster Manual III

Negative Pulse Wave (Su): The shadesteel golem can radiate a burst of inky black negative energy as a free action every 1d4+1 rounds. The pulse wave drains life from all living creatures within 40 feet of the golem, dealing 12d6 points of negative energy damage. A DC 19 Fortitude save halves the damage; the save DC is Constitution-based.

Undead creatures within the area are healed of 12d6 points of damage instead, and any turning effect they are under is broken. A death ward spell or similar effect protects a creature from a shadesteel golem's negative pulse wave.

Immunity to Magic (Ex): A shadesteel golem is immune to any spell, supernatural ability, or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical effect that has the light descriptor (such as continual flame) causes the golem to speed up as if affected by the spell haste for 2d4 rounds. The golem is also hasted whenever it is subject to a positive energy effect, such as the turning attempt of a cleric. This might happen if the cleric has mistakenly identified the creature as a nightwalker or other undead, or if the golem is standing near undead.

If a shadesteel golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is healed oft point of damage per level of the spell.

Shadow Blend (Su): In any condition of illumination other than full daylight, a shadesteel golem can disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.

Skills: A shadesteel golem has a +16 racial bonus on Move Silently checks and a +12 racial bonus on Hide checks.

A shadesteel golem is mindless and follows whatever orders its master gives it. A golem's creator can command it if the golem is within 60 feet and can see and hear her. If uncommanded, the golem usually follows its last instruction to the best of its ability, though the golem always returns attacks made against it. The creator can give the golem a simple command to govern its actions in her absence, such as "Attack any living creature that enters this room." Like most constructs, it fights to the death unless commanded to retreat.

Extraplanar Subtype

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.