Kargin's Construct Reference
Building New Constructs
Constructs typically have no Intelligence score, an average Wisdom score, and a Charisma of 1. Their dexterity is usually poor to average, though exceptionally nimble constructs do exist. Nearly all constructs of size Medium or larger have high Strength scores; constructs never have a Constitution score.
The monster creation rules serve as your best guide for designing a new construct. New constructs should stick fairly close to the those presented on Table: Monster Statistics by CR. As they are usually mindless combat brutes, most use the “high attack” column, with damage falling in between the High and Low average damage columns. Note that all the construct’s saving throws are likely to be poor, and they have no favored saves. Lacking a Constitution score, a construct’s hit points also tend to be low in comparison to creatures with similar CRs. Consider giving any construct that doesn’t have either damage reduction or hardness a higher AC to compensate.
Table: Bestiary 1 and Bestiary 2 Constructs Name CR Materials Price Cost Special Abilities Tiny animated object 1/2 — 250 gp 125 gp Variable Homunculus 1 50 gp 2,050 gp 1,050 gp Poison, telepathic link Small animated object 2 — 2,000 gp 1,000 gp Variable Iron cobra 2 — 4,000 gp 2,000 gp Find target, poison Darkwood cobra 2 — 5,000 gp 2,500 gp Find target, poison Soulbound doll 2 300 gp 4,300 gp 2,300 gp DR, variable, susceptible to mind-affecting effects Medium animated object 3 — 4,500 gp 2,250 gp Variable Mithral cobra 3 — 10,000 gp 5,000 gp Find target, poison Adamantine cobra 3 — 20,000 gp 10,050 gp High DR, find target, poison Necrophidius 3 1,000 gp 7,500 gp 4,425 gp DR, dance of death, paralysis Carrion golem 4 500 gp 10,500 gp 5,500 gp DR/bludgeoning or slashing, stench Scarecrow 4 500 gp 15,500 gp 8,000 gp Immune to cold, fascinating gaze, fear, vulnerable to fire Large animated object 5 — 12,500 gp 6,250 gp Variable Ice golem 5 500 gp 18,500 gp 9,500 gp Cold, golem, icy destruction Wood golem 6 300 gp 19,300 gp 9,800 gp Golem, splintering Huge animated object 7 — 25,000 gp 12,500 gp Variable Flesh golem 7 500 gp 20,500 gp 10,500 gp Berserk, golem Glass golem 8 1,000 gp 33,000 gp 17,000 gp DR, golem, deflect spells, dazzling brightness Stained glass golem 8 1,000 gp 39,400 gp 20,200 gp DR, golem, deflect spells, dazzling brightness Alchemical golem 9 3,000 gp 33,000 gp 18,000 gp High DR, golem, alchemy, bombs, splash Gargantuan animated object 9 — 40,000 gp 20,000 gp Variable Clay golem 10 1,500 gp 41,500 gp 21,500 gp Special DR, golem, berserk, cursed wounds Colossal animated object 11 — 60,000 gp 30,000 gp Variable Stone Golem 11 5,000 105,000 gp 55,000 gp Golem, full healing, minor spell vulnerabilities, slow Clockwork golem 12 10,000 gp 120,000 gp 65,000 gp High DR, golem, death burst, grind, wall of gears Iron golem 13 10,000 gp 150,000 gp 80,000 gp High DR, golem, breath weapon Mithral golem 16 50,000 gp 250,000 gp 150,050 gp High DR, golem, fluid form Adamantine golem 19 100,000 gp 600,000 gp 350,000 gp Epic DR, golem, indestructible, destructive strike
(Player’s Handbook II)
Level: Cleric 9, Sorcerer 9, Wizard 9,
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned golem
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You wave your hand over a lump of flesh, clay, stone, or iron while chanting a lengthy incantation.
Moments later, a golem of similar substance appears in a flash of light to serve you.
You summon a flesh, clay, stone, or iron golem.
The golem begins acting at the start of your next turn and follows your simple commands.
The golem disappears when it is destroyed or when the spell’s duration expires.
Focus: A small lump of preserved flesh, dried clay, unworked stone, or iron ore.
Hit Dice: 10d10+30 (130 hp)
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
Attack: Slam +15 melee (1d8+9)
Full Attack: 2 Slams +15 melee (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf, Berserk, Intoxication, Improved Grab
Special Qualities: Construct Traits, Immunity to Magic, Dark Vision 60 ft., Low Light Vision, Damage Reduction 10/-, Fluid Body
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 29, Dex 16, Con -, Int -, Wis 11, Cha 1
Alignment: Always Neutral
Advancement: 11-15 HD (large), 16 –30 HD (huge)
“Dude…dude we SO have to fight this monster…”
Long beloved by Gnomes, Dwarves, and Halflings who all claim to have invented it. The Booze Golem is a tall vaguely humanoid shape composed of some form of alcohol. They think of it as a way to have the Rum protect itself when the army is on the march. And if the Golem is slain it becomes gallons and gallons of booze. There is also a secret code word which when said will make the Golem dissolve back into a pile of alcohol. This code word is chosen by it’s creator at the time it is made, and only works for him.
Berserk (Ex): When a Booze Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Booze Golem goes berserk there is no known method of re establishing control.
Improved Grab (Ex): A Booze Golem that successfully hits with a Slam attack can immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it can use it’s Engulf attack on any opponent 1 Size Class smaller than itself.
Engulf (Ex): Any living creature that requires air and that is Pinned successfully in a Grapple by a Engulf begins to drown (see DMG page 304). If it escapes drowning it risks becoming intoxicated (see below).
Intoxication (Ex): Each round a living, corporeal opponent is Engulfed it must make a Fortitude Save. DC of the Saving Throw is 10 plus half hit dice plus Constitution modifier, plus a Racial Bonus based on the type of alcohol the Golem is composed of (Ale, Diluted Spirits, or Wine +1/Fortified Wine or Stout Ale +2/Most Spirits +3/Strong Spirits +4/Dangerous Spirits +5). The opponent gains a cumulative -2 to the Saving Throw roll per round engulfed. If he fails he takes 1d2 temporary Dex and Wisdom damage each time the Saving Throw is failed. If Wisdom is reduced to 0 the opponent passes out. If Dexterity is reduced to 0 the opponent is helpless, but just barely conscious. If both go to 0, the opponent must make a second Fortitude Save (same DC) to avoid alcohol poisoning. If he fails he takes 1 temporary point of Con damage every 10 minutes until death, or his stomach is purged. Neutralize or Delay Poison will stop or delay this, and creatures immune to poison are immune to Intoxication. Once the encounter is over the opponent regains 1 point of Wisdom and Dexterity each hour, providing it consmes no more alcohol. Alcohol poisoning heals 1 point of Con per day as usual.
Immunity to Magic (Ex): A Booze Golem is immune to any spell or spell like ability that allows Spell Resistance. The exceptions are spells doing Fire or Cold damage. Spells doing Cold slow the Golem down as the Slow spell for 4 rounds (no Save). Fire spells cause it to explode if it fails a Fortitude Save(the explosion is similar to a Fireball spell cast by a 10th level caster). DC of Fort Save is equal to 10 plus 1 per die of damage the fire spell does.
Fluid Body (Ex): The Booze Golem can take a Full Round action to pass through any porous barrier (i.e. a fence or net, not a solid wall). At rest it appears to be a puddle of alcohol.
Combat: Booze Golems go straight for the Grapple, and when one opponent is stone drunk (or dead) they move on to the next.
Construction: A Booze Golem is made from 72 gallons of alcohol costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.
CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Animate Water, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP
Kargin says hmmmm…