XP 12,800
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 24, touch 8, flat-footed 24 (+16 natural, -1 size, -1 Dex)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +0
Defensive Abilities sturdy construction; DR 15/adamantine; Immune construct traits, magic
Offense
Speed 20 ft.
Melee slam +17 (1d8+25 plus throw)
Space 10 ft., Reach 10 ft.
Special Attacks throw
Statistics
Str 28, Dex 8, Con —, Int 2, Wis 2, Cha 2
Base Atk +13; CMB +23; CMD 32
Feats Cleave, Combat Reflexes, Furious Focus, Great Cleave, Improved Natural Attack*, Power Attack*, Wild Flanking
Feats marked with * are already included in the creature's statistics.
Skills Perception +9
Ecology
Environment any
Organization solitary, pair, squad (3-8)
Treasure none
Special Abilities
Immunity to Magic (Ex) An iron guard is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
• Spells that cause plants to grow restore 1d6 points of damage to the golem per level of the spell.
• An iron guard is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Sturdy Construction (Ex) Iron guards are built to take a beating and to lift heavy weights. Iron guards can lift the normal amount for their strength and are unaffected by penalties from encumbrance. Iron guards also do not take any damage from falling and are never prone after falling.
Throw (Ex) When an iron golem makes a slam attack with its arms, it may make a special combat maneuver as a free action. If the golem's result beats the target of the slam's CMD, the target is thrown 20 feat into the air. This height increases by 5 for every 5 by which the golem beat the target's CMD.