Technically, this is Rob Kuntz, The Terrible Iron Golem, from WG5, killed many a group.
This is the terrible iron golem (AC 3, MV 6", HD 15, hp 85, #AT- see below, D-see below, SA poison sword, flaming breath, whip petrifies, SD automatic levitation at 2 "/turn as desired, MR immune to all physical and magical attacks except from the "statue weapons" detailed above). The golem will animate as described in Key #19 above.
The golem stands a full 8 ft. tall. Its head is that of a regular iron golem, except that its maw is wider and a small flicker of flame may be seen therein.
This monstrosity is exceptionally powerful and terrible indeed. It may perform up to three attack functions per melee round; roll ld6 and apply the results from the table below:
1-2 Attacks with sword only
3-4 Attacks with sword and whip
5-6 Attacks with sword, whip, and flaming
breath
Sword: This 5’ longsword is wrought from crystal-encased iron. A greenish, viscous fluid appears to be on its surface. This substance is poison. When the golem scores a hit, its victim takes 2-24 points of immediate damage and must make a saving throw vs. poison or die.
Whip of Feathers: This 6ft longwhip is fashioned from many cockatrice feathers.
Upon each successful hit, the victim must make a saving throw vs. petrifaction or be turned to stone. The whip is actually non- magical, but a rare technique of preserving cockatrice feathers has been employed here, thus making it usable as a weapon.
Flaming Breath : A fiery sheet of flame, 12 ft. long and 2 ft. wide at its base, shoots forth from the golem's mouth. It may hit several grouped opponents at once,
If the golem is involved in one-on-one melee, its breath is capable of hitting one person only.
The golem is extremely accurate with this breath, requiring no "to hit" roll, nor may the targeted victim make any saving throw (although protections against magical fire do apply). The damage inflicted is 5-30 points per breath.