| Hit Dice: | 7d10+20 (58 hp) |
| Initiative: | +3 |
| Speed: | 30 ft. (6 squares); can’t run |
| Armor Class: | 21 (+3 Dex, +8 natural), touch 13, flat-footed 18 |
| Base Attack/Grapple: | +5/+9 |
| Attack: | Chain rake +9 melee (1d8+4 plus wounding) |
| Full Attack: | 2 chain rakes +9 melee (1d8+4 plus wounding) |
| Space/Reach: | 5 ft./10 ft. |
| Special Attacks: | Chain barrier, wounding |
| Special Qualities: | Construct traits, magic immunity, resistance to ranged attacks |
| Saves: | Fort +2, Ref +5, Will +2 |
| Abilities: | Str 18, Dex 17, Con —, Int —, Wis 11, Cha 1 |
| Skills: | — |
| Feats: | Combat Expertise [bonus], Dodge [bonus], Improved Disarm [bonus], Improved Trip [bonus] |
| Environment: | Any land or underground |
| Organization: | Solitary |
| Challenge Rating: | 5 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 8–10 HD (Medium-size); 11–21 HD (Large) |
| Level Adjustment: | — |
Creations of the diabolical kytons, chain golems serve as bodyguards for devils and as guardians of unholy places. Occasionally, one of these creatures is selected to carry out a special mission. When a chain golem appears on the Material Plane, it is usually delivering or retrieving a message or an item of particular interest to its kyton master.
The body of a chain golem is composed entirely of shifting chains that vary in size and shape, ranging from extremely thin and razor-sharp to thick and mounted with barbs, spikes, and blades. A chain golem clanks and screeches continually as its chains slide around its body. Because it has a mostly humanoid shape, it is often mistaken for a kyton.
A chain golem always obeys its master’s commands to the letter, sacrificing itself in the execution of its duties if necessary. Should a chain golem’s master die, the creature immediately becomes the servant of another kyton.
A chain golem typically uses its long reach to grab at foes and knock them to the ground. Then it activates its vicious chain barrier to shred the fallen creature’s flesh.
Chain Barrier (Ex): As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell. Anyone adjacent to a chain barrier must make a successful Reflex save take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and serves as one-half cover for it (+4 bonus to AC). Maintaining the barrier once it has been activated is a standard action.
Wounding (Ex): A wound resulting from a chain golem’s chain rake attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).
Magic Immunity (Ex): A chain golem is immune to all spells, spell-like abilities, and supernatural effects except as follows. An electricity effect slows it (as the slow spell) for 2 rounds (no saving throw). A fire effect breaks any slow effect on the chain golem and cures 1 point of damage for each 2 points of damage it would otherwise deal. A chain golem gets no saving throw against fire effects.
Resistance to Ranged Attacks (Su): A chain golem gains a +2 resistance bonus on saving throws against ranged spells or ranged magical attacks that specifically target it (except ranged touch attacks).
Kytons are the only beings known to be capable of creating chain golems, and they go to great lengths to keep the method of construction a secret from all other creatures— including other devils. Should another creature either develop or acquire the method of chain golem creation, the kytons would spare no effort to assassinate that individual before he or she could spread the knowledge further.
Source: Monster Manual II, page 44. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Expertise feat changed to Combat Expertise.