The Dreamblade
Iron Thug, an awesome fig for a chain golem.
And here are two more. Be sure to evaluate the CRs before using them on your poor PCs.
[sblock=Fully Advanced Large Chain Golem] Fully Advanced Chain Golem, Large Construct MM2 p44
Hit Dice: 21d10+30 (145 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (–1 size, +2 Dex, +10 natural) touch 9, flat-footed 19
Base Attack/Grapple: +15 / +29
Attack: Chain Rake +24 melee (2d6+10+wounding)
Full Attack: 2 Chain Rakes +24 melee (2d6+10+wounding)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chain barrier, Wounding
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks
Feats: Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 30, Dex 15, Con —, Int —, Wis 11, Cha 1
Challenge Rating: 10 ?
Combat
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 that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or 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 provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus..
Wounding (Ex): An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.
Immunity to Magic (Ex): A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.
Resistance to ranged attacks(Su): +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [sblock=Elite Fully Advanced Large Chain Golem]Elite Fully Advanced Chain Golem, Large Construct MM2 p44
Hit Dice: 21d10+30 (145 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 23 (–1 size, +4 Dex, +10 natural) touch 11, flat-footed 19
Base Attack/Grapple: +15 / +31
Attack: Chain Rake +26 melee (2d6+12+wounding)
Full Attack: 2 Chain Rakes +26 melee (2d6+12+wounding)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chain barrier, Wounding
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks
Feats: Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)
Saves: Fort +7, Ref +11, Will +7
Abilities: Str 35, Dex 18, Con —, Int —, Wis 11, Cha 1
Challenge Rating: 11 ?
Combat
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 that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or 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 provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus..
Wounding (Ex): An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.
Immunity to Magic (Ex): A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.
Resistance to ranged attacks(Su): +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock]