Dead Iron Golem (3.5e Monster)

''At first it appears to be a normal iron golem, dangerous in its own right. But as it draws near all your magic drains away. You fool, its made of dead iron! Run, casters, flee for your lives!''

This golem at first seems to be an iron golem, but it is composed of the bane of spellcasters, dead iron. They were designed to hunt casters down and destroy them, and their abilities serve this function well. Dead iron golems sometimes carry a greatsword or other melee weapon. In fact, dead iron golems are proficient in all simple and martial weapons, with shields, and tower shields. The example dead iron golem weilds a large greatsword.

A dead iron golem is 12 feet tall and weighs about 5,000 pounds. A dead iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. It seems a bit quicker than its iron golem kin, and is lighter on its feet, possible to chase down errent wizards.

Combat
A dead iron golem may have a simple straight forward plan in combat, but that changes when there are spellcasters on the field. Unless commanded otherwise, it will attack spellcasters first, ensuring they cannot escape its area of effect and then wailing on them, dispelling all effects they can.

Absolute Immunity to Magic : A dead iron golem isn't merely immune to magic which has spell resistance. Its immune to all magic, period, to the point where it can see through magically created fogs as if they weren't there, walk through walls of force, and do not count the magical enhancements of weapons used against it. This may even result in a magic weapon missing its target due to a lack of the enhancement bonus to hit, though most likely the weapon lacks it anyway due to the antimagic field it emits.

A dead iron golem is affected normally by rust attacks, such as that of a rust monster, but not by any magic effect.

Entangling Antimagic Field : A dead iron golem projects an antimagic field in a 30 foot radius out from itself. Creatures with spellcasting or spell-like abilities treat the area as difficult terrain as their magical force weighs down on them. It may suppress this field as a free action, but rarely has need to do so.

Extraordinary Health : A dead iron golem recieves maximum hit points per HD.

Mage Hunter : A dead iron golem is designed to slay casters. All its attacks, even maneufactured weapons, have the MagebaneMIC enhancement granting +2 attack and +2d6 damage against those with spells and spell-like abilities. It is under a constant extraordinary greater arcane sight and has enough intellect to act on this information, within the limits of its command. Lastly it grants it effective blindsight out to 120 ft, but only for creatures with spellcasting or spell-like abilities.

Overwhelming Force : Iron golems possess an incredible amount of strength, to the point where they can demolish supposedly "invincible" force effects. An iron golem may sunder any force effect such as wall of force or forcecage with Strength check, DC equal to 10 + the caster level of the effect, or by damaging it with attacks. Such force effects possess 10 hit points per caster level for the purpose of this ability.

Weaponized Body : The construct's natural weapons cannot be enhanced due to the powerful antimagic, but all its natural attacks and maneufactured weapons count as cold iron for the purpose of bypassing damage reduction.

Construction
A dead iron golem’s body is sculpted from 5,000 pounds of dead iron, smelted with rare tinctures and admixtures costing at least 10,000 gp and crafted within an area devoid of magic, save for the final step. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 18th; Craft Construct, antimagic field, geas/quest, greater arcane sight, mage's disjunction, caster must be at least 18th level; Price 200,000 gp; Cost 130,000 gp + 7,600 XP.