||The stained glass golem appears as an amalgamation of spider and butterfly. It has no fly speed, instead animating on spindly legs.
Divine casters sometimes build glass golems that resemble the windowpanes commonly found in temples. Thin and agile, these colorful beings often act as spies, wielding powers of stealth that their larger counterparts do not possess. A stained glass golem has a high bonus on Stealth rolls.
A glass golem in an area of bright light dazzles any creature within 30 feet that sees it for 1 round (unopposed END roll negates). This is rerolled every round that the golem is in the light.
Immune to Magic
A glass golem is immune to any spell or spell-like ability. In addition, certain spells and effects function differently against a glass golem, as noted below.
A shatter spell damages a glass golem as if it were a crystalline creature.
A keen edge spell affects all of a glass golem’s slam attacks as if they were slashing weapons.
A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw).
A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points to that location. A glass golem gets no saving throw against fire effects.
As a free action once every 1d4 rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell.
All attacks cause an unopposed bleed effect, unless the special effect is taken in which case it is opposed.
Extra 5 AP to all attacks apart from adamantine (added)