Hit Dice: 30d10+60 (225 hp)
Speed: 20 ft. (4 squares)
Armor Class: 30 (-1 dex, +25 natural, -4 size), touch 5, flat-footed 30
Base Attack/Grapple: +22/+49
Attack: Slam +33 melee (2d10+15)
Full Attack: Slam +33 melee (2d10+15)
Space/Reach: 20 ft./20 ft.
Special Attacks: Liquid pain, prolong the agony, swallow whole, torture
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, righteous stride, suffering in silence
Saves: Fort +10, Ref +9, Will +10
Abilities: Str 40, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: Intimidate +15, Move Silently +19
Challenge Rating: 17
Alignment: Always neutral
Advancement: 31-42 (Gargantuan)
Level Adjustment: -
An inquisition golem appears much as an iron golem in having a vaguely humanoid-shape, but is a great deal larger. It has a massive head with a mouth that gapes incredibly wide. The golem is not solid, but within are gears, tanks, tubing and chambers of all sorts that whir, pump and rotate. These golems tend to have the insignia or some church or organization upon it to show who sent it.
Inquisition golems are little more than walking torture chambers, programmed to recognize enemies of whomever constructed them and capture them. Most often their makers are those of Neutral or Evil churches who condone the torturing of others for information or simply punishment.
An inquisition golem weighs nearly 20,000 lbs and stands over 20 feet high.
It speaks in the language, and voice, of their maker, but can only respond to questions already programmed by their maker.
The golem pays little heed to any but their quarry. It will stop a moment to dispatch those that stand against it or are in its way, but otherwise makes straight for any being they recognize to capture it if at all possible.
Immunity to Magic (Ex): An inquisition 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.
A magical attack that deals electricity damage slows an inquisition golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an inquisition golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An inquisition golem gets no saving throw against fire effects. Temporary hit points cannot be used for healing purposes in the Prolonged Agony ability.
An inquisition golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
A magical effect that removes pain, such as the Ease Pain spell (BOED, page 97), momentarily confuses a golem's programming, and all torturing devices are withdrawn for as long as the spell is in effect, minimum 1 round.
Prolong the Agony (Su): An inquisition golem may send a surge of healing to any victim held within it. For every point healed the golem loses one point. The golem cannot use this ability to lower its own hit points below 20.
Liquid Pain (Ex): An inquisition golem may extract a dose of the drug Liquid Pain (see Book of Vile Darkness, p. 41) for every 25 points of damage it deals via torture. Any creature reduced to minus hit points, to unconsciousness or death, via torture, also allows it to extract a dose. The victim cannot produce a number of doses in excess of their Constitution score. To purify the drug for use takes one day, though the golem can purify as many doses as commanded simultaneously.
The inquisition golem may coat one of it's slam attacks with one dose of the purified drug as a standard action. No attack may be coated with more than one dose.
An inquisition golem typically has six doses already prepared for use.
Righteous Stride (Ex): When in pursuit of a being specified by name and description in its program as an enemy of the golem's master, its speed increases to 50 feet (10 squares).
Suffering In Silence (Su): An inquisition golem is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for an inquisition golem to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The golem can lower this effect at will.
Swallow Whole (Ex): The inquisition golem can attempt to swallow a grappled opponent of Huge or smaller size by making a successful grapple check. Once inside, the golem transfers it to a specific chamber for holding. The victim may attempt a DC 40 escape artist check to escape the golem. This brings it to its mouth where it must succeed on a second escape artist check or win an opposed grapple check to free itself. Alternatively it can attempt to deal 40 points of damage with a light piercing or slashing weapon. This hole remains until the damage has been healed or repaired.
Torture (Ex): An inquisition golem that has successfully swallowed an opponent may begin questioning. The golem can only ask questions programmed into it and takes no initiative. Most often it will simply return to its maker with the victims ready to be questioned.
Furnace - An inquisition golem can heat itself, increasing the temperature of any of its compartments. They may increase the air temperature by any number of bands, causing possible dehydration and heat exhaustion or superheat, dealing from 1d4 to 2d4 fire damage per round.
The compartments within the golem are as follows. See page 37 of the Book of Vile Darkness for further details on Torture. An inquisition golem can also simply hold creatures within without doing damage.
Within each leg of the golem is a compartment with many holes dotting the walls. Each compartment can hold a single being of Large-sized or smaller.
A being within may have pumped within a number of gases. Only one gas can be pumped in at the same time. The gas remains for 6 rounds before dissipating.
Acid - Those within take from 1d6 to 4d6 acid damage per round and allows one intimidation check.
Paralyzing - Those within must succeed on a DC 25 fortitude check or be rendered paralyzed. Those affected may make a fortitude save each minute to resist the paralyzation, with a +1 cumulative bonus to their save each minute. The golem may also pump within the antidote which removes the paralysis in 1d4 rounds.
Poisonous - Those within must hold their breath or begin to suffocate for as long as they remain within.
Truth Serum - Those within must succeed on a DC 25 fortitude save or become unable to tell any deliberate and intentional lies. Those affected may make a fortitude save each round to resist the effects, with a +1 cumulative bonus to their save each round.
The front section of an inquisition golem is a giant iron maiden of spikes of adamantine, cold iron, and silver, bypassing all damage reduction associated with those types. The iron maiden can hold 1 huge, 4 large, 8 medium, 16 small, 32 tiny, or 64 diminutive or smaller beings.
Each captured creature may be dealt damage individually from the others, from 1 to 50 damage each round, depending on its instructions, and subsequently increasing the circumstance bonus to intimidation checks as follows.
Skills: A golem gains a +20 bonus to Intimidation checks.
Constructing an Inquisition Golem
An inquisition golem's body is constructed from many different materials and metals, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a DC 25 Craft (armorsmithing) check or a DC 25 Craft (weaponsmithing) check, in addition to a DC 25 Craft (trapmaking) check.
CL 18th; Craft Construct, Heal, Heat Metal, Hold Person, Miracle, Remove Paralysis, Silence, Zone of Truth, caster must be at least 18th level; Price 300,000 gp; Cost 150,000 gp + 12,000 XP.