Hit Dice: 7d10+20 (58 hp)
Speed: 30 ft. (can’t run)
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Attacks: 2 chain rakes +9 melee
Damage: Chain rake 1d8+4 plus wounding
Face/Reach: 5 ft. /10 ft.
Special Attacks: Chain barrier, wounding
Special Qualities: Construct traits, magic immunity, resistance to ranged attacks
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 18, Dex 17, Con —, Int —, Wis 11, Cha 1
Feats: Dodge (B), Expertise (B), Improved Disarm (B), Improved Trip (B)
Climate/Terrain: Any land or underground
Challenge Rating: 5
Alignment: Always neutral
Advancement: 8-10 HD (Medium-size); 11-21 HD (Large)
Level Adjustment: -
Golems are magically created constructs of great power. Constructing one involves the use of mighty magic and elemental forces. The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creation binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.
Golems have no language of their own, but they can understand simple instructions from their creators.
Golems are tenacious in combat. Since they are mindless, they can do nothing in the absence of orders from their creators. They always follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in Combat and cannot be provoked.
If a golem’s creator is within 60 feet of it and both visible and audible to it, he or she can command the creature directly. An uncommanded golem usually follows its last instruction to the best of its ability, though it returns any attacks made against it. The creator can give the golem a simple program (such as "Remain in an area and attack all creatures [or creatures of a specific type] that enter," or "Ring a gong and attack," or the like) to govern its actions in his or her absence.
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.
The cost given for each golem includes the price of the physical body, plus all the materials and spell components that are consumed during the process or become a permanent part of the golem.
The first task is carving or assembling the golem’s physical body. The creator can do this personally or hire someone else to do the job. The builder must have the requisite skill, which varies with the golem. The real work of creation involves extended magical rituals requiring two months to complete. Understanding the rituals requires a character of the appropriate level with the Craft Magic Arms and Armour and Craft Wondrous Item feats. The creator must labour for at least 8 hours each day in a specially prepared laboratory or workroom. This chamber is similar to an alchemist’s laboratory and costs 500 gp to establish.
When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem’s body, the creator can perform the building and the rituals together. Missing a day of rituals means the process fails and must be started again. Any money spent is lost, but XP are not. The golem’s body can be reused, as can the laboratory.
Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
Creations of the diabolical kytons (see the Monster Manual),chain golems serve as bodyguards for devils and as guardians of unholy places. Occasionally, one of these creatures is selected to carry out a special mission. When a chain golem appears on the Material Plane, it is usually delivering or retrieving a message or an item of particular interest to its kyton master.
The body of a chain golem is composed entirely of shifting chains that vary in size and shape, ranging from extremely thin and razor-sharp to thick and mounted with barbs, spikes, and blades. A chain golem clanks and screeches continually as its chains slide around its body. Because it has a mostly humanoid shape, it is often mistaken for a kyton.
A chain golem always obeys its master’s commands to the letter, sacrificing itself in the execution of its duties if necessary. Should a chain golem’s master die, the creature immediately becomes the servant of another kyton.
A chain golem typically uses its long reach to grab at foes and knock them to the ground. Then it activates its vicious chain barrier to shred the fallen creature’s flesh.
Chain Barrier (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 17) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and serves as one-half cover for it (+4 bonus to AC). Maintaining the barrier once it has been activated is a standard action.
Wounding (Ex): A wound resulting from a chain golem’s chain rake attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).
Magic Immunity (Ex): A chain 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 in its entry. A chain golem is immune to all spells, spell-like abilities, and supernatural effects except as follows. An electricity effect slows it (as the slow spell) for 2 rounds (no saving throw). A fire effect breaks any slow effect on the chain golem and cures 1 point of damage for each 2 points of damage it would otherwise deal. A chain golem gets no saving throw against fire effects.
Resistance to Ranged Attacks (Su): A chain golem gains a +2 resistance bonus on saving throws against ranged spells or ranged magical attacks that specifically target it (except ranged touch attacks).
Kytons are the only beings known to be capable of creating chain golems, and they go to great lengths to keep the method of construction a secret from all other creatures — including other devils. Should another creature either develop or acquire the method of chain golem creation, the kytons would spare no effort to assassinate that individual before he or she could spread the knowledge further.