# Golem, Shadesteel
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d4 (×2)
> >Melee/Ranged: +25/+21
> >Secondary: +20/+16
> >Multiattack: +23/+19
> >M/R_PA: +25/+21
> >2nd/PA: +20/+16
> >MA_PA: +23/+19
> >Itterative: 4
> > xDmg:: Str: +7; Str2: +10; StrOH: +3; StrPA: +7; StrPA2H: +10; StrPAOH: +3
> > xDCs:: Str: 26; Dex: 22; Con: 19; Int: 19; Wis: 19; Cha: 17
> > xFeat:: —/0 (0)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Shadesteel Golem</div>
<div class="CR">CR 11 (12,800 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
N Medium Construct
**Init** +3
**Perception** +0
#### defense
**AC** 33, 13 touch, 30 flat-footed (+3 Dex, +20 natural)
**hp** 110 (18d10+20)
**Fort** +6, **Refl** +9, **Will** +6
**Feint** —, **Demoralize** —
**DR** 10/adamantine and magic
**Immune** magic
#### offense
**Speed** 30 ft., fly 30 ft. (perfect)
**Melee** 2 slams +25 (1d4+7)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** immunity to magic, negative pulse wave, shadow blend
#### statistics
**Str** 24, **Dex** 16, **Con** —, **Int** —, **Wis** 11, **Cha** 7
**BAB** +18, **CMB** +25, **CMD** 38, **TA** +25, **RTA** +21
**Skills** Perception +0
**Languages**
#### special abilities
### Immunity to Magic (Ex)
A shadesteel golem is immune to any spell, supernatural ability, or spell-Like Ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical effect that has the light descriptor (such as continual flame) causes the golem to speed up as if affected by the spell haste for 2d4 rounds. The golem is also hasted whenever it is subject to a positive energy effect, such as the turning attempt of a cleric. This might happen if the cleric has mistakenly identified the creature as a nightwalker or other undead, or if the golem is standing near undead. If a shadesteel golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is healed oft point of damage per level of the spell.
### Negative Pulse Wave (Su)
The shadesteel golem can radiate a burst of inky black negative energy as a free action every 1d4+1 rounds. The pulse wave drains life from all living creatures within 40 feet of the golem, dealing 12d6 points of negative energy damage. A DC 19 Fortitude save halves the damage; the save DC is Constitution-based. Undead creatures within the area are healed of 12d6 points of damage instead, and any turning effect they are under is broken. A death ward spell or similar effect protects a creature from a shadesteel golem's negative pulse wave.
### Shadow Blend (Su)
In any condition of illumination other than full daylight, a shadesteel golem can disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.