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Glorious Golems

September 9th, 2011

Justin Holloway

From the Workshop Archive 

            Welcome again to From the Workshop, where we showcase a bevy of new magic items, monsters and even alternate class features. This week we have a new golem that any aspiring cruomancer would love to get his hands on, as well as a number of templates that can be applied to a construct during its creation.
So, first off, we have the vampiric golem; following that, we have a number of construct templates.

            The vampiric golem utilizes the rules for cruomancy presented in our free book Liber Vampyr. You can find the descriptions of its blood powers and several of its feats there.

Vampiric Golem
            This huge bat-like humanoid creature is composed of equal parts of both mithral and flesh. Its arms form its bat-like wings and its gaping maw contains many sharp teeth, accented by two very prominent fangs.

Vampiric Golem

Blood Bolt (Su): A vampiric golem can unleash a bolt of sanguine energy as a standard action, targeting any foe within 60 feet as a ranged touch attack. The blood bolt deals 1d8 points of negative energy damage plus 1 point of damage per 2 Hit Dice possessed by the vampiric golem. Although it deals negative energy damage, a vampiric golem’s blood bolt does not heal undead creatures. This ability costs 2 blood points to use.

Blood Powered (Ex): A vampiric golem consumes 1 blood point each day in order to remain functioning. A vampiric golem must consume this blood point at some time during each day or it will cease to function at the start of the next day. Deactivated vampiric golems can be reactivated by instilling at least 1 blood point into them; this blood point is immediately consumed and the golem reactivates. Blood points can be transferred to the golem as a full round action at a rate of 1 Constitution point for 1 blood point or 1 blood point for 1 blood point.

Blood Reservoir (Ex): A vampiric golem can store up to twice its hit dice in blood points, giving it an effective blood point pool of 56 for a basic vampiric golem. Whenever a vampiric golem uses an ability that costs blood points, it loses a number of blood points from their pool equal to that noted in the power’s description. A vampiric golem does not regain blood points over time; the only way for a vampiric golem to regain lost blood points is to drain them from a living creature through the vampire bite special ability (see below). Final discretion as to which creatures can be drained for blood points is up to the GM, but in general anything that is subject to ability score damage, has a Constitution score, and is not a construct, elemental, ooze, plant, or undead can be drained of blood.

            Revenants and other creatures that have a blood point pool and the ability to acquire blood points are able to withdraw up to 10 blood points from a willing vampiric golem as a full round action that provokes attacks of opportunity. A vampiric golem will only allow its master or other creatures its master has approved of to withdraw blood points in this way. Unlike other constructs, however, a vampiric golem can be forcefully drained of blood points by creatures with the vampire bite special ability in the same way they that they can drain a living creature of blood. Draining blood points in this way acquires 1 blood point after 3 consecutive rounds spent draining the golem; creatures with the improved vampire bite blood power instead acquire 1 blood point after 2 consecutive rounds, creatures with the greater vampire bite blood power instead acquire 1 blood point each round, and creatures with the vampire bite mastery power instead acquire 1d4 blood points each round.

            When a vampiric golem is reduced to 0 or fewer hit points, its blood reservoir begins to bleed out. Each round the reservoir loses 1d10 blood points. These blood points are lost and are unrecoverable. A destroyed vampiric golem can still have blood points withdrawn from it as long as it still possesses blood points.

Immunity to Magic (Ex): A vampiric golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

  • A magical attack that deals fire damage slows a vampiric golem (as the slow spell) for 2d6 rounds (no save).
  • A magical attack that deals cold or electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 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. A vampiric golem gets no saving throw against attacks that deal cold or electricity damage.

Vampire Bite (Ex): A vampiric golem has fangs capable of piercing a living creature’s throat and draining its blood. A vampiric golem’s bite can be improved through various means such as certain blood powers, but initially it can use this attack only on a helpless, living target (see Blood Reservoir, above, for a description of which creatures can provide blood points). For each round the vampiric golem maintains the attack, the target takes one point of Constitution damage. For every five such points the vampiric golem inflicts on the victim, it gains one blood point.

Wicked Claws (Ex): A vampiric golem applies 1-1/2 times its Strength modifier to claw damage.

Tactics
            While a vampiric golem is on the ground, it attacks with its clawed hands on the ends its winged arms. An airborne vampiric golem attacks with its clawed feet in order to free up its arms for flying.

Construction
            A vampiric golem’s body is made of more than 2,000 pounds of mithral and other metals worth a total of 80,000 gp, plus at least 1,000 pounds of humanoid flesh and animal hides. Assembly requires a minimum of twelve different bodies—two for each limb, three for the torso (including head), and one for the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 10,000 gp are also required. Note that creating a vampiric golem requires casting a spell with the evil descriptor.

Vampiric Golem Construction

Construct Templates

Aerial Combatant
            Aerial combatants are constructs designed to fight airborne targets and provide aerial surveillance. They usually fly with the help of powerful wings, while some mainly rely on magical means to stay in the air.

Challenge Rating: An aerial combatant's CR is equal to the base construct's CR + 0.

Eye in the Sky (Su): An aerial combatant gains a +10 racial bonus to all Perception skill checks and its eyes have a built-in spyglass which can be activated or deactivated as a swift action. Additionally, the construct can record up to 1 hour per caster level its creator possesses of visual information. An aerial combatant can project these recorded images into any device used for scrying.

Flight (Ex or Su): An aerial combatant gains a fly speed equal to twice its original land speed with good maneuverability and decreases its land speed by 10 feet (to a minimum of 5 feet). The decrease to its land speed doesn’t affect its fly speed. Additionally, it gains a +4 racial bonus to all Fly skill checks.

Construction
            An aerial combatant’s base materials cost an additional 4,000 gp above the base construct’s cost. The Craft check required to make the body is 1 higher than normal for the base construct's kind. In addition, the following spells are added to the base construct's requirements: clairaudience/clairvoyance and fly.

 

Excavation Worker
            Excavation workers are constructs designed to be able to move earth and haul heavy loads. They possess powerful drills capable of digging through even the hardest packed earth.

Challenge Rating: An excavation worker's CR is equal to the base construct's CR + 1.

Drilling Claws (Ex): An excavation worker’s natural attacks are replaced with drills designed for digging. Its natural attacks now deal piercing damage instead of what it previously dealt and its natural attacks now have a critical modifier of x4. Additionally, it gains a burrow speed equal to half its base land speed.

Earth Glide (Ex): An excavation worker receives the earth glide special ability.

Strong Build (Ex): An excavation worker is built to be stronger and more durable than other constructs of its kind. It gains a +4 bonus to its Strength score and counts as one size category larger for the purpose of determining its bonus hit points.

Construction
            An excavation worker’s base materials cost an additional 10,000 gp above the base construct’s cost. The Craft check required to make the body is 2 higher than normal for the base construct's kind. The creator must have a minimum caster level of 1 higher than the base construct's minimum required caster level. In addition, the following spells are added to the base construct's requirements: bull’s strength and move earth.

 

Self-Destruction Device
            Constructs that have a self-destruction device installed in them are designed to single-mindedly attack their designated target and, if destroyed, explode in a shower of shrapnel and arcane energy in an attempt to destroy their target.

Challenge Rating: The CR of a construct with a self-destruction device is equal to the base construct's CR + 2.

Death Burst (Ex): When a construct with a self-destruction device is reduced to 0 or fewer hit points, it explodes in a shower of razor-sharp shrapnel and fire. All creatures within a 10-foot burst take 1d6 points of slashing damage plus 1d6 points of fire damage per hit dice the construct (minimum 1d6 slashing damage plus 1d6 fire damage)—a successful Reflex save (DC 10 + 1/2 the construct’s hit dice + Constitution modifier) results in half damage.

Self-Destruct Protocol (Ex): As long as the construct’s master is within 60 feet of the construct, he can cause it to self-destruct by pressing the button on the self-destruction device’s controller. Activating the self-destruct protocol requires a move action and causes the construct to be reduced to 0 or fewer hit points at the end of the turn.

Construction
            A self-destruction device costs an additional 8,000 gp above the base construct’s cost. The Craft check required to make the body is 4 higher than normal for the base construct's kind. The creator must have a minimum caster level of 2 higher than the base construct's minimum required caster level. In addition, the following spells are added to the base construct's requirements: alarm and fireball. A self-destruction device can be installed in a construct even after it is already completed. Increase the cost of the device by an additional 2,000 gp for installing it in this way.

 

Stealth Bot
            A stealth bot is a construct designed to be sneakier than other constructs of its kind. They are built for speed and silent running. They are perfect for accompanying others on assassinations and other stealth missions.

Challenge Rating: A stealth bot’s CR is equal to the base construct's CR + 1.

Built for Finesse (Ex): A stealth bot gains a +8 bonus to its Dexterity score and takes a -4 penalty to its Strength score. If the construct’s Dexterity is now higher than its Strength score, it gains the Weapon Finesse feat. Additionally, the construct gains sneak attack +1d6 and evasion.

Stealthy (Ex): Stealth bots are usually camouflaged to blend in with darkness and they make little to no noise while moving. Stealth bots receive a +10 racial bonus on all Stealth skill checks and don’t receive a penalty for moving more than half their speed.

Construction
            A stealth bot’s base materials cost an additional 12,000 gp above the base construct’s cost. The Craft check required to make the body is 2 higher than normal for the base construct's kind. The creator must have a minimum caster level of 1 higher than the base construct's minimum required caster level (if the creator possesses sneak attack +1d6 or higher, waive the caster level increase). In addition, the following spells are added to the base construct's requirements: cat’s grace and invisibility.