Behemoth golems are elephantine constructs.
Speed 30 ft.
Str 42, Dex 9, Con —, Int —, Wis 15, Cha 1
A behemoth golem has a small stronghold built onto its back. Up to eight Medium creatures can occupy this tower by climbing onto the behemoth golem with a DC 25 Climb check (DC 10 if the golem is willing). A creature occupying the tower can choose either to hide in the castle's interior, gaining total cover as long as it remains within the structure but losing the ability to attack anything outside of the tower, or to stand on the parapet around the perimeter of the tower, gaining partial cover thanks to the battlement surrounding the walkway. A behemoth golem's castle moves with the creature itself, and though creatures occupying the castle count as occupying the same square as the golem, they cannot be engaged in melee unless their opponent is also occupying the castle.
A behemoth golem can shake off unwanted occupants by making a combat maneuver check as a full-round action; any creatures currently occupying the castle must succeed at a Reflex save (DC equal to the result of the behemoth golem's combat maneuver check). Creatures standing on the parapet that fail their save fall out of the castle, landing in the nearest empty square and taking 5d6 points of falling damage (6d6 if standing on the uppermost parapet); creatures hiding within the castle that fail their saves are jumbled about and take 10d6 points of bludgeoning damage (Reflex DC for half damage).
In addition, certain spells and abilities function differently against the creature.
As a standard action once per day, a behemoth golem can stomp its two front feet down, creating a ripple of destruction in a 60-foot cone. This effect is otherwise identical to earthquake (caster level 17th).