Sapphire Golem

SAPPHIRE GOLEM 

CR 8

Neuter Glass Golem Construct 15

TN Large construct

Init +1; Senses Darkvision (60 ft.), Low-Light Vision, Perception +1,

DEFENSE
AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size, )

hp 180 (15d10)+30

Fort +5, Ref +6, Will +6

Defensive Abilities Reflect Spells, Refract Cold

DR 5/adamantine

Immunities Ability Damage, Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Magic, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,

OFFENSE
Speed 30 ft.

Melee slam +25/+25 (2d8+11) plus Sapphire Vampirism (DC 17 fort; or +2d12 damage; healing golem for amount.)

Special Attacks Bleed 1d8/round, Dazzling Brightness,

STATISTICS
Str 32, Dex 12, Con *, Int *, Wis 12, Cha 8

Base Atk +15; CMB +27; CMD 38

Skills  Acrobatics +1, Bluff -1, Climb +11, Diplomacy -1, Disguise -1, Escape Artist +1, Fly -1, Heal +1, Intimidate -1, Perception +1, Perform (Untrained) -1, Ride +1, Sense Motive +1, Stealth -3, Survival +1, Swim +11,

SQ Darkvision, Low-Light Vision,

SPECIAL ABILITIES 

Bleed (Ex)  You can cause wounds that continue to bleed, inflicting an additional 1d8 damage each round.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dazzling Brightness (Ex)  A glass golem in an area of bright light dazzles any creature within 30 feet that sees it (Fortitude DC 17 negates). Once a creature makes its save against this ability, it is immune to that golem's brightness for 24 hours.

Immunity to Magic (Ex)  A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a glass golem, as noted below. A shatter spell damages a glass golem as if it were a crystalline creature. A keen edge spell affects all of a glass golem's slam attacks as if they were slashing weapons. A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw). A magical attack that deals fire damage ends 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. A glass golem gets no saving throw against fire effects.

Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Reflect Spells (Ex)  As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effects of a spell turning spell.

Refract Cold (Ex) As an immediate action, a sapphire golem may retarget any spell with the cold descriptor cast within it's vicinity to a new target.