Amber Golem
Medium Construct
Hit Dice 12d10+20 (98 HP)
Speed 40 ft. (8 square)
Initiative: +2
Armor Class 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple +9/+13
Attack: Amberblade +13 melee (1d8+4 plus Static Shock)
Full-Attack: 2 Amberblades +13 Melee (1d8+4 plus Static Shock)
Space:5 ft./ 5 ft.
Special Attacks: Static Shock
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., engulf, immunity to magic, low-light vision
Saves: Fort +4 Ref +6 Will +4
Abilities:Str 18, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats -
Environment: Any
Organization: Solitary or Gang (2Ė4)
Challenge Rating: ?
Treasure: None
Alignment:Always Neutral
Advancement: 13-18 (Medium), 19-36 (Large)

This golem has a humanoid body made of amber. An amber golem wears no clothing, instead having the clothing being shaped into its body. Its arms are razor sharp, known as Amber Blades, but they function as natural weapons in every way except they deal slashing damage.
An amber golem cannot speak or make any vocal noise. It walks and moves with a swift, graceful gait. It weighs around 300 pounds.

Combat
Amber Golems are mindless servants, if told to fight they will simply enter melee range and make full attacks until the enemy is dead. But Amber Golems can be told to do specific things, such as move behind him and flank him.

Engulf (Ex): By turning itself into a liquid state, an amber golem can simply mow down medium or smaller creatures as a standard action. It cannot make an amberblade attack during a round in which it engulfs. The Amber Golem merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the golem, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 15 Reflex save or be engulfed; on a success, they are pushed back or aside (opponentís choice) as the golem moves forward. Engulfed creatures are subject to the golem's static shock, and are considered to be grappled and trapped within its body. The save DC is Strength-based.

Any creatures engulfed by the amber golem suffer from a lack of air as if underwater.

Immunity to Magic (Ex): An amber 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 Barkskin spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d4 points of damage.
A Control Plants spell drives the golem back 120 feet and deals 5d6 points of damage to it.
Any magical attack against an amber golem that deals electricity damage heals 1 point of damage for every 3 points of damage it 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 amber golem hit by the breath weapon of a blue dragon heals 7 points of damage if the attack would have dealt 22 points of damage. An amber golem gets no saving throw against magical attacks that deal electricity damage.

Static Shock (Ex): An amber golemís amberblade attack deals slashing damage plus 1d6 electricity damage. This damage is also dealt to any creatures an amber golem is engulfing.

Creatures hitting an amber golem with metallic weapons, natural weapons or unarmed attacks take electricity damage as though hit by the elementalís attack.

Construction
An amber golemís body must be sculpted from a single block of amber weighing at least 5,000 pounds, worth 1,000 gp. Creating the body requires a DC 15 Craft (Gemcutting) check or a DC 15 Craft (Sculpting) check.

A soul must then be bound into through the use of the Binder's Constructive Binding ability (Details here).