Half-Golem, Iron

Medium Construct — CR 4

Realmshelps (RH)3.5
Hit Dice
1d10+20 (25 hp)
Initiative
-1
Speed
30 ft, 30 ft. (cannot run)
Armor Class
25, touch 10, flat-footed 25
Base Attack / Grapple
+0/+8
Attack
Battleaxe +10 melee Full Attack: Battleaxe +10 melee
STR
27
DEX
10
INT
1
WIS
11
CHA
1
Fort / Ref / Will
+4 / +0 / +0
Challenge Rating
4
Alignment
Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)

Special Abilities

DR 15/magicBreath weapon

Feats

Half-Golem, Iron* (CR 4)

Medium Construct
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Initiative: -1 (Dex)
Languages: speaks whatever languages it spoke before its transformation

AC: 25 (-1 Dex, +11 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 25
Hit Dice: 1d10+20 (25 hp); DR: 15/magic
Fort +4, Ref +0, Will +0 Speed: 30 ft. (cannot run)
Space: 5 ft. by 5 ft.
Base Attack +0; Grapple +8
Attack: Battleaxe +10 melee
Full Attack: Battleaxe +10 melee
Damage: Battleaxe 1d8+8/x3
Special Attacks/Actions: Breath weapon Abilities: Str 27, Dex 10, Con -, Int 1, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity, rust vulnerability, (Ftr 1, half-orc)
Feats: Power Attack; Weapon Focus (battleaxe)
Skills: Climb +10 and Jump +10
Advancement: By character class (fighter) Climate/Terrain: Any land and underground
Organization: Solitary pair, or squad (5-20)
Treasure/Possessions: Standard (the sample creatures all have masterwork studded leather armor, masterwork small steel shields and battleaxes)

Description

Half-Golem, Iron* (CR 4)

Medium Construct
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Initiative: -1 (Dex)
Languages: speaks whatever languages it spoke before its transformation

AC: 25 (-1 Dex, +11 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 25
Hit Dice: 1d10+20 (25 hp); DR: 15/magic
Fort +4, Ref +0, Will +0 Speed: 30 ft. (cannot run)
Space: 5 ft. by 5 ft.
Base Attack +0; Grapple +8
Attack: Battleaxe +10 melee
Full Attack: Battleaxe +10 melee
Damage: Battleaxe 1d8+8/x3
Special Attacks/Actions: Breath weapon Abilities: Str 27, Dex 10, Con -, Int 1, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity, rust vulnerability, (Ftr 1, half-orc)
Feats: Power Attack; Weapon Focus (battleaxe)
Skills: Climb +10 and Jump +10
Advancement: By character class (fighter) Climate/Terrain: Any land and underground
Organization: Solitary pair, or squad (5-20)
Treasure/Possessions: Standard (the sample creatures all have masterwork studded leather armor, masterwork small steel shields and battleaxes)

Combat

Half-Golem, Iron* (CR 4)

Medium Construct
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Initiative: -1 (Dex)
Languages: speaks whatever languages it spoke before its transformation

AC: 25 (-1 Dex, +11 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 25
Hit Dice: 1d10+20 (25 hp); DR: 15/magic
Fort +4, Ref +0, Will +0 Speed: 30 ft. (cannot run)
Space: 5 ft. by 5 ft.
Base Attack +0; Grapple +8
Attack: Battleaxe +10 melee
Full Attack: Battleaxe +10 melee
Damage: Battleaxe 1d8+8/x3
Special Attacks/Actions: Breath weapon Abilities: Str 27, Dex 10, Con -, Int 1, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity, rust vulnerability, (Ftr 1, half-orc)
Feats: Power Attack; Weapon Focus (battleaxe)
Skills: Climb +10 and Jump +10
Advancement: By character class (fighter) Climate/Terrain: Any land and underground
Organization: Solitary pair, or squad (5-20)
Treasure/Possessions: Standard (the sample creatures all have masterwork studded leather armor, masterwork small steel shields and battleaxes)