The fists of this stone statue radiate flames that flicker in red and black and reek of brimstone. Its chiseled face bears a feral, wicked grin.
XP 25,600 DEFENSEAC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size) OFFENSESpeed 20 ft. STATISTICSStr 28, Dex 9, Con —, Int 4, Wis 11, Cha 10 SPECIAL ABILITIESBerserk Liberation (Ex)When a fiend-infused golem enters combat, there is a cumulative 2% chance each round that the animating fiend breaks free and the golem goes berserk. This chance resets to 0% after 1 minute of inactivity. When a fiend-infused golem goes berserk, the animating fiend explodes in a conflagration of hellfire, dealing 13d6 points of damage to all creatures within 60 feet (Reflex DC 17 half). Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. The save DC is Constitution-based. The berserk golem then loses the fiend-infused template permanently and thereafter attacks the nearest living creature, or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control. Hellfire Touch (Su)A fiend-infused golem's body radiates the soul-scorching heat of the evil Outer Planes, dealing 2d6 points of damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a fiend-infused golem with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits. A fiend-infused golem's natural attacks are treated as evil for the purpose of overcoming damage reduction. Immunity to Magic (Ex)A fiend-infused stone golem is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Slow (Su)A fiend-infused stone golem can use a slow effect, as per the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds. A successful DC 17 Will save negates the effect. The save DC is Constitution-based. |