N Large construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
AC 31, touch 16, flat-footed 24 (+7 Dex, +15 natural, -1 size)
hp 140 (20d10+30)
Fort +6, Ref +13, Will +8
DR 15/adamantine; Immune construct traits, magic
Speed 30 ft.
Melee 2 slams +29 (2d10+10)
Ranged cannon +26/+21 (6d6+7/19-20/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks cannon
Str 30, Dex 24, Con —, Int —, Wis 15, Cha 2
Base Atk +20; CMB +31; CMD 48
Feats Improved Critical (cannon)B
SQ alloyed, blasting critical, gun training
A cannon golem's slam and cannon attacks count as adamantine, cold iron, and silver for the purpose of overcoming damage reduction.
Blasting Critical (Ex)
When a cannon golem confirms a critical hit with a slam attack, it can make one cannon attack against that target as a free action (as long as the cannon is loaded).
The golem's cannon has a range increment of 100 feet and deals 6d6 points of bludgeoning and piercing damage on a hit with a x4 critical modifier. The cannon's magazine can hold up to 20 cannonballs at a time—reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon.
Gun Training (Ex)
A cannon golem adds its Dex modifier to the damage dealt by its cannon.
Immunity to Magic (Ex)
A cannon golem is immune to spells and spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
- Any spell with the water descriptor that affects a cannon golem renders its cannon unusable for 1 round (no save).
- A heat metal spell causes the golem's cannon to instantly backfire, dealing 6d6 points of damage to the golem and staggering it for 1 round (no save).