Sorry...
I am sorry. That one was mine, nad I forgot about it totally! here is the bell golem:
BELL GOLEM
Large Construct
Hit Dice: 12d10+30 (96hp)
Initiative: +2
Speed: 30ft.
Armor Class: 11 (+2 Dex, -1 size), touch 11, flat-footed 9
Base Attack/Grapple: +9/+22
Attack: Slam +17 melee (2d6+9); or sonic blast ray +10 ranged touch (3d8 sonic)
Full Attack: Slam +17 melee (2d6+9); or sonic blast ray +10 ranged touch (3d8 sonic)
Face/Reach: 10 ft./5 ft.
Special Attacks: Chimes of madness, sonic blast ray, spell-like abilities
Special Qualities: Joyless aura, sonic resistance 10, DR 5/adamantine
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 29, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 13-24 HD (Large), 25-36 HD (Huge)
Level Adjustment: -
Chimes of Madness (Su): At will, a bell golem can release dissonant, maddening chimes. These dispel any silence effect within 50 feet of the bell golem and deal 1d4 points of sonic damage to creatures (but not objects) within 50 feet of the bell golem.
Spell-Like Abilities: 3/day - bane, 1/day - desecrate.
Joyless Aura (Su): Non-evil divine spellcasters suffer a -1 to their effective caster level while within 30 feet of a bell golem. Effective caster level must always be at least 1 for divine spellcasters. This does not affect the number of spells known or spells per day, merely level-dependent variables of spells.
Sonic Blast Ray (Su): 3 times per day, a bell golem can fire a ray of intense sound as a ranged touch attack. This attack has a range of 50 ft. (no range increment) and deals 3d8 points of sonic damage.