Rubber Golem (3.5e Creature)
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|Hit Dice:||12d10+30 (96 hp)|
|Speed:||30 ft. (8 squares)|
|Armor Class:||24 (-1 size, +4 Dex, +11 natural armor), touch 13, flat-footed 20|
|Attack:||Slam +16 melee (2d6+8)|
|Full Attack:||2 slams +16 melee (2d6+8)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Cannon slam 4d6+16, stretch|
|Special Qualities:||Construct traits, DR 5/adamantine, DR 15/slashing, darkvision 60 ft., immunity to electricity, immunity to magic, low-light vision|
|Saves:||Fort +4, Ref +8, Will +4|
|Abilities:||Str 26, Dex 19, Con —, Int —, Wis 11, Cha 1|
|Organization:||Solitary or gang (2-4)|
|Advancement:||13-24 HD (Large), 25-36 HD (Huge|
When met with one of these rubber automatons, it's ill-advised to use range as a shield. Their punches can fell you however far away you are.
A rubber golem stands approximately nine feet tall and weighs 500 pounds.
When fighting, a rubber golem can use the properties of its construction to stretch its body. As such, it can bolster greater reach than other creatures of its size and is resistant to certain forms of damage.
Immunity to Magic (Ex): A rubber 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 below.
Stretch (Ex): A rubber golem can stretch its form. Any application of its stretching power is handled via Strength checks. Whenever it makes a slam attack, it may make a Strength check and add 5 ft. to its reach for every 5 points of the check's result. In order to hit a creature out of its usual range, the rubber golem must have line of effect to the particular creature, its attack roll must beat the creature's Armor Class, and the Strength check must sufficiently increase the rubber golem's range in order to reach the creature.
Cannon Slam (Ex): A rubber golem may prepare for an especially powerful attack as a full action. It lunges back its arm and then uses its elasticity to make it rebound towards its target with added strength. A cannon slam forsakes precision, conferring a -2 penalty to the attack roll, but doubles the total damage dealt if it hits to 4d6+16. In the case of a critical hit, this damage is doubled again.