Here is another creature from my campaign. I used 2 of these golems as a standard level encounter for 6 level 24 PCs.
They are outer guardians of a The Shrine of Tithe, a mountain top temple to Tiamat where wealth is gathered by Tiamats followers (or extortionists as I like to think of them
) and collected by an Exarch of Tiamat once a year. My PCs are raiding the temple to steal part of an artefact that is held there.
Stone Golem Guardian Level 26 Elite Soldier
Large Elemental Animate (earth) XP 18,000
Initiative +20 Senses Perception +27
Golden Glow (radiant) aura 3; All enemies entering or starting their turn
inside the aura take 15 radiant damage
HP 484; Bloodied 242; see bloodied Powerhouse
AC 42 (38); Fortitude 40, Reflex 35, Will 39
Immune disease, poison, charm
Saving Throws +2
Speed 6 (cannot shift)
Action Points 1
Hammer Swing (Standard; at-will)
Reach 2; attack +33 vs. AC; 2d8+10 damage (crit 3d6+26 damage); on hit
target is marked
Double Hammer (Standard; at-will)
Golem makes 2 Hammer Swing attacks against the same target, if both hit
the target is also dazed (save ends)
Mighty Blow (Standard; recharge 
)
Reach 2; attack +33 vs. AC; 5d10+10 damage; on hit target is knocked
prone and takes a -4 penalty to attack rolls until the end of Golems next
turn
Golden Beam (Standard; encounter) ♦ radiant
Range 20/40; attack +31 vs. Will; 5d12+9 radiant damage; on hit target is
stunned until the end of Golems next turn; on miss target takes half
damage
Golden Pulse (Minor; recharge 
) ♦ radiant
Burst 5; enemies only; attack +31 vs. Will; 1d6+9 radiant damage; on hit
target is immobilised (save ends)
Solid Footing
Golem may reduce all push, pull and slide effects by 5 squares and if
knocked prone may make a free saving throw to remain standing
Bloodied Powerhouse ♦ when first bloodied
When first bloodied Golem regains an action point and until the end of the
encounter it takes a -4 penalty to its AC defence and gains a +5 bonus to
damage with melee attacks
Alignment Unaligned Languages understands draconic
Skills Athletics +28, Endurance +26
Str 30 (+23) Dex 20 (+18) Wis 28 (+22)
Con 26 (+21) Int 6 (+11) Cha 10 (+13)
Equipment greathammer, gold bracer
Technically I have since realised that they should have been natural animate (construct) and not elemental animate (earth). But the difference only has a minor impact on the game.
They seemed to work really well providing a dangerous and exciting combat, they might be a little overpowered for some groups but I think they are just about perfect for mine.
I would certainly like to know what other people think though, anyway I hope you find them interesting.
They are outer guardians of a The Shrine of Tithe, a mountain top temple to Tiamat where wealth is gathered by Tiamats followers (or extortionists as I like to think of them

Stone Golem Guardian Level 26 Elite Soldier
Large Elemental Animate (earth) XP 18,000
Initiative +20 Senses Perception +27
Golden Glow (radiant) aura 3; All enemies entering or starting their turn
inside the aura take 15 radiant damage
HP 484; Bloodied 242; see bloodied Powerhouse
AC 42 (38); Fortitude 40, Reflex 35, Will 39
Immune disease, poison, charm
Saving Throws +2
Speed 6 (cannot shift)
Action Points 1

Reach 2; attack +33 vs. AC; 2d8+10 damage (crit 3d6+26 damage); on hit
target is marked

Golem makes 2 Hammer Swing attacks against the same target, if both hit
the target is also dazed (save ends)



Reach 2; attack +33 vs. AC; 5d10+10 damage; on hit target is knocked
prone and takes a -4 penalty to attack rolls until the end of Golems next
turn

Range 20/40; attack +31 vs. Will; 5d12+9 radiant damage; on hit target is
stunned until the end of Golems next turn; on miss target takes half
damage



Burst 5; enemies only; attack +31 vs. Will; 1d6+9 radiant damage; on hit
target is immobilised (save ends)
Solid Footing
Golem may reduce all push, pull and slide effects by 5 squares and if
knocked prone may make a free saving throw to remain standing
Bloodied Powerhouse ♦ when first bloodied
When first bloodied Golem regains an action point and until the end of the
encounter it takes a -4 penalty to its AC defence and gains a +5 bonus to
damage with melee attacks
Alignment Unaligned Languages understands draconic
Skills Athletics +28, Endurance +26
Str 30 (+23) Dex 20 (+18) Wis 28 (+22)
Con 26 (+21) Int 6 (+11) Cha 10 (+13)
Equipment greathammer, gold bracer
Technically I have since realised that they should have been natural animate (construct) and not elemental animate (earth). But the difference only has a minor impact on the game.
They seemed to work really well providing a dangerous and exciting combat, they might be a little overpowered for some groups but I think they are just about perfect for mine.
I would certainly like to know what other people think though, anyway I hope you find them interesting.