Imbued with fire, this type of golem enhanced combat abilities, including red hot to counter physical attacks and flaming slams to hit individual foes.
Inferno Golem (CR 12)
XP 19,200
N Large Construct (Fire)
Init -1; Senses Darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 26, touch 8; flat-footed 26 (-1 dex, +18 natural, -1 size)
hp 118 (16d10+30)
Fort +4, Ref +3, Will +9
DR 10/adamantine; Immune construct traits, Fire; Resist Wind 15, Earth 15, Lightning 15; SR 23; Strong Ice
Weakness Water
TACTICS
During Combat The inferno golem will attack the closest target to it unless they’re far away it will use Fireball. The golem will haste itself after the first round of combat to deal as much damage as possible. It will use Fireball for running away targets. If it’s getting overwhelm the golem will use Megaflash to deal massive damage.
OFFENSE
Speed 30 ft.
Melee 2 Slams +25 (2d10+10 plus 1d6 fire damage and slow)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40-ft. Cone, 8d6 fire damage, Reflex DC 18 half, usable once every 1d4 rounds), Fireball, Haste, Megaflash, Red Hot, Slow (DC 23 Fort save)
STATISTICS
Str 30, Dex 9, Con -, Int -, Wis 21, Cha 1
Base Atk +16; CMB +27; CMD 36 (41 vs trip)
SPECIAL ABILITIES
Fireball (Su)
An inferno golem generates a searing explosion of flame that detonates with a low roar within 1040 ft., and deals 5d8 points of fire damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex save (DC 18) to take half damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana or Technology DC 21).
Haste (Su)
After it has engaged in at least 1 round of combat, an inferno golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Megaflash (Su)
2/day, Inferno golem causes all nearby creatures to burst into flames. All creatures within 30 feet of the golem take 12d6 points of fire damage and must make a Fortitude save DC 21 or be inflicted with Blind status for 1d6 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana or Technology DC 27).
Red Hot (Su)
When an inferno golem takes damage from a melee attack critical hit, it can, as an immediate action, make a slam attack against the creature that made the critical hit.
Slow (Ex)
Slam – injury; save Fort DC 23; frequency 1/round for 6 rounds; slow status effect; cure 1 save.
Construction
An inferno golem’s body must be constructed from a single block of stone weighing at least 1,000 pounds. The stone is treated with magical powders that heat it up and unguents worth at least 1000 gil.
CL 15th; Price 125,500 gil
CONSTRUCTION REQUIREMENTS
Feats Craft Construct; Spells flame breath, fire snake, geas/quest, volcanic storm, elemental resistance (fire); Special creator must be caster level 15th; Skill Craft (sculptures) DC 20; Cost 65,000 gil