So golem 1
Battle Boar, CR 9
XP 6,400 xp
N Medium Construct
Init +2; Senses darkvision 60'; Perception +0
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DEFENSE
AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 120 (10d10+20)
Fort +8, Ref +10, Will +9
DR 10/-; Immune construct traits (Not Immune to spells) SR 18
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OFFENSE
Speed 30 ft.
Melee 2 Gores +20 (2d6+15)
Special Attacks Powerful Charge (4d6+20), Berserk
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STATISTICS
Str 30, Dex 14, Con --, Int --, Wis 11, Cha 1
Base Atk +10, CMB +20, CMD 32
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ECOLOGY
Environment: Any
Organization: Solitary or Gang (2-4)
Treasure: None
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SPECIAL ABILITIES
This constructs body is made of a mithral skeleton and an adamantine shell, including the tusks for the weapons.
Battering Ram: This golem receives a +5 to damage structures
Carrying Capacity: This golem is built with 2 large compartments, each acting as a bag of holding type II
Berserk: When a Battle Boar enters combat, there is a 1% cumulative chance of it going berserk. The DC to regain control is 23. The golem's creator can order the golem to deactivate and thus keeps it out of battle as a free action, if the golem has already gone berserk, this method of deactivating it will not work. While in this state, the golem does not get a chance to go berserk.
This golem is designed to be a mobile laboratory. The storage space is more then enough to house most any wizards adventuring gear while it is not in use. Also, this golem is handy in removing doors and other obstacles barring your path.
The adamantine shell affords great protection to the golem while the mithral skeleton allows for faster reflexes
Cost: 65,000g