Hit Dice: 60d10+60 (390 hp)
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 44 (-2 dex, +40 natural, -4 size), touch 4, flat-footed 44
Base Attack/Grapple: +45/+77
Attack: Slam +65 melee (8d10+24)
Full Attack: Slam +65 melee (8d10+24) and 4 tentacles +60 melee (6d10+12)
Space/Reach: 20 ft./40 ft.
Special Attacks: Constrict, imact, radiate, trample
Special Qualities: Blindsight 200 ft., damage reduction 35/epic and starmetal, fast healing 10, immunity to cold and heat, immunity to magic, otherworldly, starmetal body,
Saves: Fort +20, Ref +18, Will +20
Abilities: Str 59 (+24), Dex 7, Con -, Int -, Wis 11, Cha 1
Challenge Rating: 29
Alignment: Always neutral
Advancement: 61-88 HD (Gargantuan), 89-115 (Colossal)
Level Adjustment: -
Outer golems appear vaguely as pockmarked tortoise shells made of rough, porous stone. Deep within artistically crafted crevices and holes one can see the glint of faintly glowing greenish metal. In certain particularly large, deep holes however something roils unpleasantly before oozing out and hardening into thick tentacles to support its weight and feel about.
Outer golems are a complete enigma, falling unpredictably upon certain areas, usually cities, and then destroying every last shred of its existence and population before simply vanishing. Many even call them Heaven's Wrath, and fear that they are sent from the gods as ultimate punishment. Others venture they were made by an ancient race for protections. A small amount of others fear it is something even more insidious, that these are carefully planned attacks of some otherworldly intelligence of which even the gods are unaware. Such is likely the case they believe as the gods can never answer a single question about the things.
Outer golems emit an eerie whine that changes in pitch and modulation, but if it is a language none have yet deciphered it. Outter golems weigh 80,000 lbs.
Outer golem always fall from the sky, wiping out a great swathe of area before pulling itself out to face the survivors. It then tramples and slams and constricts, destroying buildings and beings with equal fervor. When harmed, an oily liquid bubbles up and coats the area, repairing the damage. Once all has been ground into dust, or whatever other strange instruction have been carried out, it teleports away, perhaps not be seen again for millenia.
An outer golemís natural weapons are treated as epic for the purpose of overcoming damage reduction.
An outer golem deals 8d10+24 points of damage with a successful grapple check.
Immunity to Magic (Ex):
An outer golem is immune to any spell or spell-like ability that allows spell resistance. Any spell that does not allow spell resistance that is directed at the outer golem or affects an area that it occupies is automatically affected as if by the Wild Magic trait, and allows no concentration check.
In addition, certain spells and effects function differently against the creature, as noted below.
An outer golem takes double damage from a *Nature's Purity spell.
*Lords of Madness, p. 212.
An outer golem that strikes the ground travels 10d10 feet into the ground, creating a crater whose width at top is equal to the depth and slopes inwards. All those in this area automatically take 500d6 bludgeoning damage and 100d6 fire damage. No save is allowed unless the target can move a distance equal to the blast radius in a single move action. If such is the case they may attempt a DC 54 reflex save for half damage.
1,000 feet in every direction of this crater is also affected as by an Earthquake spell and tornado force winds. These winds die down to the next lower category each round.
When falling from any distance an outer golem takes only 1 point of damage per die, and is considered to have only fallen half the distance.
An outer golem may only cause impact damage if coming from space.
Improved Grab (Ex):
To use this ability, an outer golem must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
An outer golem is immune to all divination spells and clairsentience powers.
Upon landing an outer golem is incredibly hot and literally glows with heat. Any creature within 60 feet automatically takes 20d6 fire damage each round they remain in range. This damage decreases by 1d6 points and the range by 5 feet for every hour since its landing. If the golem hits water its heat remains only for 1 round.
As well, for the first hour after landing the golem is so bright it blinds those within 120 feet unless they succeed on a DC 30 fortitude save for a number of rounds equal to the golem's HD. The save DC is Constitution-based.
Starmetal Body (Ex):
An outer golem is considered to be made of starmetal and its attacks deal an additional 1d6 damage against creatures with the extraplanar subtype.
1/day - Greater Teleport (self only). Caster level 30th.
As a standard action during its turn each round, the outer golem can literally run over an opponent at least one size category smaller than itself. The trample deals 10d10+34 points of bludgeoning damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 54) for half damage. The DC is Strength-based.