Clockwork Golem

HD: 15 (90 Hp)
AC: -2 Thac0: 8
# of attacks: 2
dmg\attacks: 4d10+12 (punch)
sp. attacks: See below
sp. defenses: see below
Magic resistance: speacial
Size: L (10')
Intelligence: 0 (none)
Morale: 20
XP: 18,000

Among the most powerful of golems, the clockwork golem is actually a robot that runs on magiks used to enchant the golem. Most clockworks look like something out of 40s or 50s sci-fi with large oversized arms that reach farther than their legs while their heads are shaped like a bucket and an electric bulb for a nose to boot. While they may seem slow, the clockworks are quite agile for their size, getting in two punches with their oversized fists for the big damage. Combat: Clockworks basically stick to smashing their opponents in combat with their fists which each do 4d10+12 damage. For strength purposes, treat clockworks at storm giant strength (24). Also every 3rd round it will open its maw and shoot a high power energy beam (consider an adv. energy beam from the newstuff.wri files in the returnr.zip file). the beam does 10d6 points damage plus half of whatever fire\electric damage it takes between every 3 rounds. The thick armor of the golem as well as its natural enchantment make it immune to fire & electric based attacks which in fact it can asorb to heal damage (1\2 damage becomes Hps, the rest is used against the party when it uses its energy beam). Since it has no mind of its own, it is totally immune to all illusions and mind control spells and psionics. Since its body is made up purely of metals, a Rust spell will do 2d6 points of damage as well as cause the golem to lose 2 points of damage each round (which continuously doubles. on the 2nd round it'll do 4 points of damage, then 8 on the 3rd, ect.) until either heal machine is cast on it or the golem rots away to nothing. a +3 weapon is required to cut through the hull of a clockwork golem.