Iron GolemCR 13

Always N Large Construct

Init −1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0


AC 30, touch 8, flat-footed 30
(−1 size, −1 Dex, +22 natural)

hp 129 (18 HD); DR 15/adamantine

Immune magic

Fort +6, Ref +5, Will +6

Speed 20 ft.,

Melee 2 slams +23 (2d10+11)

Space 10 ft.; Reach 10 ft.

Base Atk +12; Grp +28

Special Actions breath weapon

Abilities Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1

SQ construct traits



Advancement 19-24 HD (Large); 25-54 HD (Huge)

Breath Weapon (Su) 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

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

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.

An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.


An iron golem's body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, cloudkill , geas/quest , limited wish , polymorph any object , caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.