Door Golem - medium size construct
HP 53 (6K10+20)
AC: 20/10/20 (+10 natural, +0 Dex)
Attack/Grapple: +4/+8
Abilities: Str 18, Dex 10, Con -, Int-, Wis 10, Cha 1
Saves: 2 / 2 / 2
space/reach: 5 / 10
Full Attack: 3 tentacles: +8 1D6+4
Special qualities: construct traits, magic immunity, damage reduction 10/adamantine, improved grab, constrict, anchored, one-sided, ghost touch, protective wards.
Advancement: 7-10 HD
A door golem looks like a solid door, reinforced with metal, like one leading to a treasury (which is often the case) When unauthorized creatures approach the entry, the door golem comes to life, anchoring itself in the door frame, and extending tentacles - tongue-like appendages of living metal that bludgeon and grapple the intruders.
Magic immunity: a door golem is immune to spells that allow MR, except for disable/repair construct spell line, which works normally, and rust effects.
Anchored: a door golem is anchored to the frame, immovable except by things capable of pushing down the whole wall (should that happen, the golem goes offline, although it can be reestablished in another door frame.) That means it is effectively immune to flanking, trip and bull rush, and benefits from a +6 circumstance bonus for starting and maintaining grapples. However, it automatically fails reflex saves. If it is attacked while open, the golem loses the bonus, and is vulnerable to critical hits against exposed hinges while flat footed. It will close and anchor itself as part of its first action in the combat.
One-sided: While a formidable defender, a door golem is one-sided by nature, and few creators are willing to spend the resources to change it. When attacked from ‘behind’, the door golem is unable to fend off those attackers - it has an effective dexterity of 0, and can be hit automatically exactly like an object would. It does not provide a flanking bonus to attackers from the front.
Ghost touch: The door cannot be phased through, and as a side effect it can also strike opponents like a magical ghost touch weapon.
Protective wards: A door golem is often equipped with a protective spell it can discharge periodically. A single attack spell can be put in the door, at caster level equal to the golem’s HD, and casting stat modifier of +3. The first time the door is hit with a melee attack from the front, It discharges in a half-spread of 10’ in front of the door if it was an area effect, or hits the attacker if it was a ray, touch, or single target spell. The trap resets after 5 rounds.
Construction:
What do you think? CR? caster level/cost to create? Would you change anything?