Nareau
Explorer
I'd go for 12d6, Ref save for half (DC = DC of the shatter spell). Requires a readied action to set off.
If the golem failed its Ref save, I'd have it be Prone and Entangled. Normally, I'd require a DC 20 Str check to lift the gate. I'd also allow a DC 15 Str check to tear off whatever body parts were caught under the portcullis. In the case of an unintelligent monster (golem, zombie, etc), I'd go with that option (doing another 4d6 damage that bypasses any DR).
I just like the mental image: "The golem is trapped under the massive protcullis, pinned to the floor under its massive weight. It looks up at you, lets out a soft groan, and braces itself against the bars of the gate. Then, with a sickening wet tearing sound, it pushes against the portcullis, tearing away from the lower half of its body. The torso grabs at the stones of the hallway, and it begins rapidly scrabbling towards you along the floor, leaving a trail of ichor in its wake..."
Spider
If the golem failed its Ref save, I'd have it be Prone and Entangled. Normally, I'd require a DC 20 Str check to lift the gate. I'd also allow a DC 15 Str check to tear off whatever body parts were caught under the portcullis. In the case of an unintelligent monster (golem, zombie, etc), I'd go with that option (doing another 4d6 damage that bypasses any DR).
I just like the mental image: "The golem is trapped under the massive protcullis, pinned to the floor under its massive weight. It looks up at you, lets out a soft groan, and braces itself against the bars of the gate. Then, with a sickening wet tearing sound, it pushes against the portcullis, tearing away from the lower half of its body. The torso grabs at the stones of the hallway, and it begins rapidly scrabbling towards you along the floor, leaving a trail of ichor in its wake..."
Spider