Author Topic: The Mechanomicon (A list of constructs with commentary)  (Read 16012 times)

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
The Mechanomicon (A list of constructs with commentary)
« on: July 31, 2017, 06:03:03 PM »
This handbook was originally by Snizor, and since I haven't seen him around in years, and the last known archive of this is all the way back in the BG boards, I'm reviving it.

Mechanomicon

Entry Format:
Required level _ Name (book page)
Skill Checks: Unless stated otherwise, you must make either of these (crafting) checks, not both
Any other requirements, like a big gem
Spells needed in the creation process
cost in gp, cost in xp (these are creation costs, not buying cost)

Note that the 3.5 Update Document significantly altered the price of FF and MM2 constructs.
« Last Edit: July 31, 2017, 07:18:43 PM by Nytemare3701 »

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
(Continued) The Mechanomicon (A list of constructs with commentary)
« Reply #1 on: July 31, 2017, 06:03:10 PM »
Low Level Constructs (1-7)



01 Arbalester (MoE 152)
DC14 Sculpting/Carpentry
arcane eye, mending
1250gp 93xp
Snizor's Comments: Basically a self-firing light crossbow (can be enhanced as such). Won't be that good at mid/high levels due to: lack of Attack bonus, HPs, and the damage they deal their creator when destroyed.

01 Dedicated Wright (ECS 285)
DC14 Pottery
arcane Eye, fabricate
2100gp 160xp
Snizor's Comments: Crafts magic items for you while you go dungeon-delving. Useful for when your DM doesn't give unlimited downtime for item crafting.

01 Expiditious Messenger (ECS 285)
DC16 Sculpting
arcane eye, sending
1650gp 126xp
Snizor's Comments: See Homunculus, but with better mobility

01 Furtive Filcher (ECS 286)
DC12 Sculpting/Pottery
arcane eye, shadow conjuration
1550gp 118xp
Snizor's Comments:

01 Necrophidius (FF 126)
DC13 Sculpting
Sor/wiz: geas/quest, hold person, hypnotism, Mordenkainen's faithful hound
Cle: animate objects, command, geas/quest, hold person
2000gp 100XP
Snizor's Comments: These have rules for creating advanced versions of them; however, the Advancement Entry in the stat block caps out at 6 HD (making there usefulness peter out). Until then though, it's a decent combatant with Sneak Attack and a Paralyzing bite.

01 Packmate (MoE 152)
DC14 Sculpting
arcane lock, arcane eye, mending
1260gp 93xp
Snizor's Comments: Cute, but is too easily destroyed for something that's basically a walking backpack.

01 Persistent Harrier (MoE 153)
DC14 Sculpting
arcane eye, mending
1250gp 93xp
Snizor's Comments: I'm not a fan of Homunculii being in the middle of combat. It's +3 Melee att. bonus won't get you very far.

04 Clockroach (MM4 28)
DC14 Metalworking
Arcane eye, Melf’s acid arrow, message
1075gp 80xp
Snizor's Comments: Too weak to be used in combat. The 1/5 round acid breath weapon is its only notable feature (can be useful for Out-of-combat purposes). Artificers can treat it as a Homunculus

04 Clockwork Steed (MM4 32)
DC18 Blacksmithing
animate objects, mount
1150gp 80xp
Snizor's Comments: Interesting mount choice. Can be upgraded with bonus feats (limited choices) for a relatively low price after its created. Can't be advanced by HD though.

04 Homunculus (MM1 154)
DC12 Sculpting/Pottery
arcane eye, mirror image, mending
1050gp 78xp
Snizor's Comments:
Quote from: Senevri
I like homunculi. Advance them to max HD and hand-pick their skills&feats to make UMD-using turrets.
(9 ranks, skill focus and that +2/+2 skill, -1 Cha for 13 ranks. Add a masterwork tool(~300gp) and a +5 magic skill booster and you're there. Total cost under 13 K or so, for an autonomous magic-using flying mind-linked bot. )

04 Iron Defender (ECS 287)
DC14 Metalworking
arcane eye, keen edge, mirror image, mending
1250gp 93xp
Snizor's Comments:


05 Alchemy Beetle (SoX 74)
DC15 Blacksmithing and Glassblowing
fireball
4000gp 240xp
Snizor's Comments: Not that good. The creation guidelines fail to mention the cost of advancing this construct (despite the advancement entry for this monster), so you're stuck with the weakling version.

05 Clockwork Mender (MM4 30)
DC15 Blacksmithing
mending, repair light damage
1250gp 68xp
Snizor's Comments: Too bad you can't craft the swarm version of this creature, which could serve as an out-of-combat repair unit for your other constructs. This version only gives 1d8 points of healing per day.

07 Crawling Claws (LEoF 163)
NA
animate dead, cat’s grace, lesser geas
9250gp 710xp
Snizor's Comments: Well, it's a swarm, but it's a size category too large to be immune to slashing/piercing weapons. Has Blindsight (which can be useful) but will probably die fast.

07 Fang Golem (MM4 72)
DC15 Sculpting or Weaving
greater magic fang, reincarnate, spike stones
8000gp 580xp
Snizor's Comments: Decent stats, Att. bonus, etc. Pretty usable when you can make them.

07 Umbral Spy (The Forge of War 155)
DC15 Alchemy and Spellcraft
shadow conjuration, speak with dead
11000gp 840xp
Snizor's Comments: An intelligent incorporeal construct with telepathy (yay Mindsight feat), hide in plain sight, and whose attack deals wisdom damage. Very good choice, made better by the fact that it does list a cost to advance.


« Last Edit: August 03, 2017, 10:28:35 PM by Nytemare3701 »

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
(Continued) The Mechanomicon (A list of constructs with commentary)
« Reply #2 on: July 31, 2017, 06:03:20 PM »
Mid-Level Constructs (8-15)




08 Brass Steed (HoB 153)
DC12 Armorsmithing/weaponsmithing
animate objects, bull’s strength, flame arrow, geas/quest, haste
10000gp 720xp
Snizor's Comments: A decent mount at the level you get it. However, it doesn't list the cost to advance (despite having an advancement entry in its stat block) so it is less useful after a few levels.


08 Flesh Golem (MM1 135)
DC13 Leatherworking/Heal
Creator must supply 6 different bodies
animate dead, bull’s strength, geas/quest, limited wish
10500go 780xp
Snizor's Comments: Stats aren't horrible, but it will occasionally try to kill you, which is not cool at all.

08 Serpentflesh Golem (SK 82)
DC13 Leatherworking/Heal
animate dead, bull's strengh, geas/quest, limited wish
10,500gp 780XP
Snizor's Comments: Nice, you can pay to attach more arms to it and it doesn't try to kill you.

09 Magmacore Golem (MM5 70)
DC10 Sculpting
animate objects, commune, lesser planar binding
19650gp 1400xp
Snizor's Comments: It just doesn't have the combat stats to really do what it was designed to do(worse overall than the Flesh Golem though with Fire/Electicity immunity).

09 Shardsoul Slayer (MM5 149)
DC15 Armorsmithing
animate objects, lesser planar binding, shatter
41000gp 2800xp (creates 3)
Snizor's Comments: Seeing as Wizards forgot to include the costs for creating higher HD versions of this, it really isn't that good. The cost per construct is actually pretty reasonable, but the lack of scaling means that they will be outmatched in combat.

10 Caryatid Column (FF 30)
DC15 Sculpting/Stonemasonry
Creator must be able to cast arcane or divine spells
Requires a magic weapon, usually a +2 bastard sword (8335gp)
lesser geas, meld into stone, statue, stone shape
19535gp 419xp
Snizor's Comments: Lack of HD advancement=bad. Destroying treasure=bad. This creature=bad.

10 Ice Golem (Frostburn 137)
DC15 Sculpting
Ice shape, wall of ice, and animate snow and ice or cone of cold
32000gp 2320xp
Snizor's Comments: Has Improved Grab, but is rather costly compared to other options. Probably not the best use of your money.

11 Clay Golem (MM1 134)
DC15 Sculpting/Heal
animate objects, commune, resurrection
21500gp 1540xp
Snizor's Comments: Magic items that eventually turn renegade and try to kill you tend not to be very good.

11 Gloom Golem (MM3 68)
DC21 Sculpting AND DC21 Knowledge (the planes)
Creator must be evil
crushing despair, limited wish, planar binding, polymorph any object
25000gp 1200xp
Snizor's Comments: Stats aren't anything special and the Crushing Despair ability will affect you and your allies as well. Not very good.

11 Grave Dirt Golem (LM 105)
DC15 Sculpting
animate objects, commune, resurrection
18250gp 1400xp
Snizor's Comments: Once again, stuff that eventually betrays you is a waste of money.

11 Incarnum Golem (MoI 179)
DC15 Sculpting
Ability to shape a soulmeld, animate object, limited wish, planar binding
27500go 1600xp
Snizor's Comments:

12 Adamantine Spider (DotU 106)
DC18 Metalworking
animate objects, descern location
5450gp 436xp
Snizor's Comments: Cheap, but wont do much good at lvl 12.

12 Arcane Ballista (The Forge of War 149)
DC18 Waponsmithing
Craft Magic Arms and Armors
flame blade, flame strike or fireball
37000gp 2960xp
Snizor's Comments:

12 Cadaver Golem (HoH 149)
DC16 Leatherworking/heal
bull’s strength, create undead, geas/quest, limited wish
15750gp 1170xp
Snizor's Comments: Meet Mr. Potato-Head. The Assimilate Flesh ability is very sexy (basically Illithid Savant lite); however, the fluff text in the construction section that indicates that the creator can't control the golem is not.

12 Force Golem (MM5 68)
DC20 Armorsmithing
animate objects, contact other plane, lesser planar binding
29,250gp 2000xp
Snizor's Comments: It terms of stats, this is inferior to the Flesh Golem. The pulse ability is interesting and it is immune to a larger set of spells but I wouldn't spend my money on this.

12 Iron Cobra (FF 103)
DC20 Armorsmithing/Weaponsmithing
Creator must be able to cast both arcane and divine spells
animate object, freemdom of movement, geas/quest, locate creature
2500gp 80xp
Snizor's Comments: Similar to the Adamantine Spider; cheap, but utterly ineffective in combat at the level you can make them. The Locate Creature effect might be useful though

13 Dragonbone Golem (Draco 164)
DC20 Heal
animate dead, cause fear, geas/quest
60000gp 4400xp
Snizor's Comments: .

13 Shredstorm (MM3 153)
DC25 Weaponsmithing
fly, geas/quest, greater magic weapon, lightning bolt, limited wish
50000gp 2800xp
Snizor's Comments: A construct swarm with immunity ti weapon damage due to its size. Can be very useful, though lack of HD advancement and swarm vulnerabilities means that certain enemies will absolutely demolish this useful creature

14 Alchemical Golem (MM3 66)
DC20 Alchemy
geas/quest, limited wish, poison, polymorph any object
36000gp 2720xp
Snizor's Comments: Dear Wizards of the Coast, Please stop printing constructs that try to kill their owners.

14 Blood Golem of Hextor (FF 85)
DC15 Heal
able to cast divine spells, Sacrificial victims
animate objects, bull's strength, gentle repose, heal
17,280gp 809XP
Snizor's Comments: To-hit bonus is low, but the other aspects of this golem are pretty good for the cost.

14 Greater Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, symbol of stunning
105000gp 7640xp
Snizor's Comments: An advanced version of the Stone Golem, nothing more.

14 Mud Golem (MM3 70)
DC15 Pottery/Sculpting
geas/quest, limited wish, polymorph any object, transmute rock to mud
33000gp 2560xp
Snizor's Comments: Interesting breath weapon, but otherwise doesn't really stand out.

14 Stone Golem (MM1 137)
DC17 Sculpting/Stonemasonry
antimagic field, geas/quest, slow, symbol of stunning
50000gp 3400xp
Snizor's Comments:

14 Tombstone Golem (LM 105)
Same as Stone Golem
same as Stone Golem (but replace Slow with Slay Living)
70000gp 5200XP
Snizor's Comments: Same as the Stone Golem except it replaces the Slow effect with a Slay Living effect. If the save DC weren't so low, I'd really like this option.

14 Web Golem (MM3 74)
DC20 Weaving/Profession (silkmaker)
geas/quest, limited wish, poison, polymorph any object, spider climb, web
33000gp 2560xp
Snizor's Comments: The Adhesive ability is interesting; however, the base version only has 11HD, making it rather fragile to be put on the front lines.

15 Dread Guard (MM2 87)
DC25 Armorsmithing
Creator must be able to cast arcane spells and supply a martial weapon
fabricate, geas/quest, polymorph any object
40000gp 800xp
Snizor's Comments: Worthless in 15th lvl combat and way too expensive

15 Helmed Horror (LEoF 175)
NA
air walk or fly, limited wish, spell turning
39150gp  xp cost not listed
Snizor's Comments: A very good choice. Air Walks, is intelligent (and get skills/feats as appropriate), can see invisible, and has a few, creator-selected, spell immunities. Also wears +3 Full-Plate.

15 Silvereye Marauder (FN 156)
DC20 Armorsmithing/Blacksmithing
Creator must be a Silver Pyromancer lvl 2 (FN 150)
limited wish, major creation, permanency
65000gp 4600xp
Snizor's Comments: Is intelligent and has pounce and improved grab. Customize its feats and this could be a decent charger. The to-hit mod is a bit low though.

15 Shield Guardian (MM1 223)
DC16 Blacksmithing/Carpentry
limited wish, discern location, shield, shield other
65000gp 4600xp
Snizor's Comments: Fills the role of bodyguard adequately with Shield Other + Fast Healing.

« Last Edit: August 03, 2017, 10:28:47 PM by Nytemare3701 »

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
(Continued) The Mechanomicon (A list of constructs with commentary)
« Reply #3 on: July 31, 2017, 06:03:59 PM »
High-Level Constructs (16-20)




16 Brass Golem (MM2 117)
DC25 Armorsmithing AND DC25 Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, maze, Mordenkainen’s sword, polymorph any object
33820gp 2247xp
Snizor's Comments: The 3.5 Update document makes the price very low, considering that the +3 wounding weapon it comes makes up about 25,000gp of the creation cost. The body is pretty good for the price tag, being superior to the higher costed Flesh Golem.

16 Bronze Serpent (MM2 40)
DC25 Armorsmithing/Weaponsmithing
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object, shocking grasp
46500gp 3540xp
Snizor's Comments:

16 Diamond Golem (MC 53)
DC16 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, sunbeam, polymorph any object, stone shape, dispel magic
67000gp 1500xp
Snizor's Comments:

16 Dragonflesh Golem (MM2 117)
DC25 Knowledge (nature) AND DC25 Heal
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
92500gp 6800xp
Snizor's Comments:

16 Drakestone Golem (Draco 164)
DC25 Sculpting/masonry
animate objects, antimagic field, flesh to stone, geas/quest
95000gp 6400xp
Snizor's Comments:

16 Gold Golem (Here
None
animate objects, limited wish, polymorph any object, bigby's clenched fist
See link for costs
Comments

16 Hangman Golem (MM3 69)
DC20 Weaving (5 or more ranks in Use Rope gives a +2 bonus)
animate rope, geas/quest, limited wish, polymorph any object
72625gp 5710xp
Snizor's Comments: Meant to be a grapple-bot (Constrict, Improved Grab, Strangle), but has a rather low grapple mod (+25). Having Immunity to Magic (immunity to most buff spells) means that this problem is harder to fix.

16 Iron Golem (MM1 136)
DC20 Armorsmithing/Weaponsmithing
cloudkill, geas/quest, limited wish, polymorph any object
80000gp 5600xp
Snizor's Comments:

16 Jade Spider (CotSQ 121)
DC 17 Sculpting/Masonry
able to cast arcane spells, geas/quest, limited wish, polymorph any object, flesh to stone, bestow curse, forcecage
80,000gp 1,600XP
Snizor's Comments:


16 Ruby Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
limited wish, move earth, polymorph any object, stone shape
57000gp 1500xp
Snizor's Comments:

16 Runic Guardian (MM2 182)
DC20 Profession(engineer)/Sculpting AND DC15 Metalworking
“limited wish, discern location, shield, shield other” + Spells that construct is imbued with
97500gp 6600xp
The lab where the Runic Guardian is awakened, costs 2000gp to establish, instead of the normal 500gp
Note: The description lists neither spells nor xp cost, so I’ve taken the spells from Shield Guardian (MM1 223) as it says the processes are nearly identical.
Snizor's Comments: A Suped-up Shield Guardian with a better version of Shield other (soaks up 75% of the damage) and has a few, creator-chosen, SLAs. Stunning Strike isn't bad, thought the Guardians to-hit (+18) is a bit low.

16 Sardorian Golem (Here
DC25 Sculpting/Stonemsonry
emulate power, fly, matter manipulation, negate psionics, true creation
95,000gp, 6,400xp
Snizor's Comments:

16 Slaughterstone Eviscerator (MM3 160)
DC20 Sculpting/Stonemasonry
Creator must supply 4 large +2 adamantine greatswords
keen edge, geas/quest, haste, stoneskin
67500gp 4800xp
Snizor's Comments: Notable for being able to move 15ft and still make a full-attack.

16 Spiderstone Golem  (CotSQ 120)
DC 17 Sculpting/Masonry
able to cast divine spells and have access to the Drow domain, geas/quest, limited wish, polymorph any object, spider climb, freedom of movement
80,000gp 1,600XP
Snizor's Comments: Things that eventually turn on their creators (Berserk quality) tend to be poor purchases.

16 Stained Glass Golem (MM2 116)
DC25 Glassmaking
Creator must be able to cast arcane spells
geas/quest, limited wish, polymorph any object
15000gp 1080xp
Snizor's Comments:

16 Wicker Man (FF 188)
DC15 Alchemy AND DC17 Woodworking
Creator must be able to cast divine spells
entangle, liveoak, protection from energy
48000gp 1080xp
Snizor's Comments: For a creature intended to function as a big stupid fighter, this creature has pretty aweful stats.

17 Emerald Golem (MC 53)
DC15 Gemworking/Heal
Creator must be able to cast arcane spells
Requires a 10000gp ruby
dimensional anchor, polymorph any object, stone shape, teleportation circle
62000gp 1500xp
Snizor's Comments:

17 Prismatic Golem (MM3 71)
DC22 Sculpting AND DC22 Knowledge (the planes)
Creator must be good
greater planar binding, polymorph any object, prismatic sphere, wish
150000gp 8000xp
Snizor's Comments: An Incorporeal construct. Has some formidable defenses, but has a rather weak offense. Being incorporeal can auto-win some fights, but I'm not sure that it is worth the hefty price-tag.

17 Shadesteel Golem (MM3 72)
DC30 Armorsmithing
energy drain, geas/quest, limited wish, polymorph any object, shades
70000gp 4800xp
Snizor's Comments: This is for any necromancers who don't rely on rebuking to control their undead.

18 Battle Horror (LEoF 176)
NA
air walk or fly, blink, dimension door, limited wish, magic missile, spell turning
76650gp  xp cost not listed
Snizor's Comments: As Helmed Horror, except with 20hd, +5 Full-Plate, and a few SLAs (Magic Missle, Blink, and Dimension Door)

18 Demonflesh Golem (FF 88)
DC 15 Heal and DC 20 Know: the planes
access to demon bodies/fiendish grafts. Graft Flesh feat, able to cast both arcane and divine spells
darkness, destruction, geas/quest, horrid wilting, planar binding, poison, unholy aura, unholy blight
101,000gp 7,96XP
Snizor's Comments: Good DR, energy resistances, and natural armor. Is intelligent (and has feats), has a few decent SLAs. It's Claw graft would go well with a charger build.

18 Hellfire Golem (FF 88)
DC 20 Sculpting
Able to cast both arcane and divine spells
burning, hands, fireball, flamestrike, flare, geas/quest, planar ally, produce flame
101,000gp 7840XP
Snizor's Comments: Intelligent, but is outdone by the Demonflesh Golem. The SLAs this has are pretty bad due to the low save DCs.


18 Ironwyrm Golem (Draco 165)
DC30 Armorsmithing/weaponsmithing
animate objects, antimagic field, geas/quest, incendiary cloud, limited wish
125000gp 8000xp
Snizor's Comments:

18 Juggernaut (MM2 132)
DC18 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
bull’s strength, geas/quest, limited wish, polymorph any object, forcecage, grease, hold monster, magic missile, slow, wall of force, web
75000gp 5400xp
Snizor's Comments: Wall of Force and Forcecage at will. Need I say more?

18 Nimblewright (MM2 162)
DC16 Sculpting/Profession (mason)
Creator must be able to cast arcane spells
geas/quest, haste, limited wish, polymorph any object
18500gp 580xp
Snizor's Comments: If this listed a cost to advance, it would be very good. Intelligent (with 2 bonus feats as well), has decent buff SLAs, and the special attacks are nice. Without advancement rules though, the Nimblewright's 10hd just won't cut it.

18 Scouring Slinger (MM5 144)
NA
creeping doom, shambler
58500gp 3000xp
Snizor's Comments:

18 Scouring Stanchion (MM5 145)
DC25 Woodworking
creeping doom, animate plants
52,200gp 3000xp
Snizor's Comments: Wow... just wow. AC 38, 325 HP (30 HD), +32 to-hit, uses Cha for bonus HP/HD, SR 27 (not too shabby against NPCs). This creature also can be advanced for only 500gp/HD. Very impressive as a high-level combat machine.

18 Slaughterstone Behemoth (MM3 159)
DC25 Sculpting/Stonemasonry
geas/quest, sound burst, stoneskin
90000gp 6400xp
Snizor's Comments:

19 Grisgol (MM3 76)
DC25 Bookbinding
Creator must capture and supply a lich’s phylactery. He must destroy the lich, and finalize the Grisgol before the lich returns.
See description for extra costs.
control undead, geas/quest, illusory script, insanity, limited wish, mending, polymorph any object, plus all spells to be included in the Grisgol, see desc.
110000gp 8000xp
Snizor's Comments: NOT for melee combat, despite some of the lich-esque touch abilities. The selectable SLAs (one per spell level. Each usable 1/day) are really the only reason to make this, and the added cost to create for giving it spells with expensive material components/XP makes even that hard to really abuse.

20 Blackstone Gigant (FF 21)
DC25 Sculpting/Stonemasonry
Creator must be able to cast divine spells
animate objects, flesh to stone, geas/quest, miracle
105,000gp, 7800xp
Snizor's Comments: Nice attack routine (4 Slams with +38 to-hit, each with a flesh to stone effect), is intelligent, good movement modes (fly, climb, and land), and has a decent AC (+27 Natural Armor). A bit late in the game, but decent in its own right.

« Last Edit: August 03, 2017, 10:28:56 PM by Nytemare3701 »

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
(Continued) The Mechanomicon (A list of constructs with commentary)
« Reply #4 on: July 31, 2017, 06:04:13 PM »
Templated Constructs (Various Levels)




Effigy Creature (CA 151)
DC15 Woodworking/Leatherworking/Metalworking/Know: Architecture and Engineering.
CL must be greater than or equal to HD of Effigy.
No specified spells
Cost of body (varies)+1,000gp per HD, 80XP per HD.
Snizor's Comments: The fact that this is a template gives you a large amount of versatility when it comes to making them. Even ignoring the template-stacking shenanigans of Mr. Roboto, this template is a very solid way to craft constructs.
Nyte's Notes:  A Rukanyr (from the Fiend Folio) has only 7HD, +15(!) natural armor, and has TEN natural attacks. It can be upgraded all the way to 14HD without changing size categories.

Elder Eidolon (LoM 146)
Dc25 Sculpting/Sonemasonry
minimum CL equal to HD
no specified spells
Cost of Body (Varies)+3,000gp per HD, 240XP per HD
Snizor's Comments: Similar to the Effigy template. Is a stronger template, but costs 3 times as much (not counting the body cost, which is identical) as the Effigy. Extra benefits include: Immunity to Magic, Fast Repair (healing), and a Deflection bonus to AC.
Nyte's Notes:Remember that Rukanyr? Let's give it +4 Deflection to AC and an insanity aura.

Topiary Guardian (MM3 175)
DC 25 Gardening/Sculpting/Profession: gardener
Creater must be at least 13 lvl.
awaken, geas/quest, limited wish
Cost by size:
Medium-10,800gp 800XP
Large-32,400gp 2,400XP
Huge-62,100gp 4,600XP
Snizor's Comments: SHRUBBERIES!

11 Sacred Guardian (Bestiary of Krynn 91)
DC15 Sculpting and DC 20 Knowledge (Religion).
Creator must be a cleric with access to tha domain the sacred guardian will be dedicated to.
animate objects, commune
+500gp per size category, +80xp per size category.
Snizor's Comments: This makes your construct intelligent (which is a VERY good thing) and some other nice benefits (Fast Healing) on the side. Many DMs probably won't allow it due to where it's from; however, if your DM does allow this template, then by all means USE it!

« Last Edit: August 03, 2017, 10:29:07 PM by Nytemare3701 »

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
(Continued) The Mechanomicon (A list of constructs with commentary)
« Reply #5 on: July 31, 2017, 06:04:25 PM »
Epic-Level Constructs (21+)



25 Hellfire Engine (FC2 119)
DC20 Amorsmithing/weaponsmithing
hellfire storm, geas/quest, limited wish, polymorph any object, Lawful Evil alignment
200000gp 9600xp
Snizor's Comments:

25 Mithril Golem (Epic SRD)
DC30 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, ability to cast arcane spells, geas/quest, haste, wish
250000gp 5000xp
Snizor's Comments:

25 Stone Collosus (Epic SRD)
DC37 Sculpting/masonry
Ability to cast epic spells, geas/quest, limited wish, polymorph any object, shatter
760000gp 30600xp
Snizor's Comments:

29 Flesh Collosus (Epic SRD)
NA
Ability to cast epic spells, magic jar, limited wish, polymorph any object, finger of death
760000gp 30600xp
Snizor's Comments:

30 Adamantine Golem (Epic SRD)
DC40 Armorsmithing/weaponsmithing
Craft Epic Magic Arms and Armor, able to cast arcane spells, crushing hand, geas/quest, wish
500000gp 10000xp
Snizor's Comments:

35 Iron Collosus (Epic SRD)
DC42 Armorsmithing/weaponsmithing
Ability to cast epic spells, cloudkill, geas/quest, limited wish, polymorph any object
1000000gp 50000xp
Snizor's Comments:

« Last Edit: August 03, 2017, 10:30:10 PM by Nytemare3701 »

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
(Continued) The Mechanomicon (A list of constructs with commentary)
« Reply #6 on: July 31, 2017, 06:04:37 PM »
Other Gizmos


All of these come from the Clockwork Wonders series of web-articles.


Spider Thief
CL 3; Craft Construct, mage hand, spider climb; Price 750 gp; Cost 375 gp + 30 XP.

Crawling Shield:
CL 9th; Craft Construct; Price 9,000 gp; Cost 4,500 gp + 360 XP.
Snizor's Comments:

Universal Key:
CL: 5th; Craft Construct, knock, heat metal; Price 2,400 gp; Cost 1,200 gp + 96 XP.
Snizor's Comments: Very nice. Not only does it do the job that you would expect it to do (removes the hinges/latches/etc. off a door), but also has plenty of other innovative uses.

Cyran Gliding Boots:
CL 2nd; Craft Construct, Craft (leatherworking or shoemaking), longstrider; Price 14,000 gp; Cost 7,000 gp + 560 XP.
Snizor's Comments:

Razordisc Nightmare:
CL 3rd; Craft Construct, darkvision, see invisibility; Price gp base device + 12,000 per spell; Cost 1/2 base device + 6,000 gp per spell + 480 XP per spell.
Snizor's Comments:

Brass Book:
CL 13th; Craft Construct, comprehend languages, legend lore; Price 43,500 gp; Cost 21,750 gp + 1,740 XP.
Snizor's Comments:

Spellsong Nightingale:
CL 12th; Craft Construct, Scribe Scroll, Craft (metalworking), fly, imbue with spell ability; Price 26,250 gp; Cost 13,125 gp + 1,050 XP.
Snizor's Comments:

Xen’drik Flying Boat:
CL 15th; Craft Construct, Craft Magical Arms and Armor, fly, permanency; Price 80,000 gp; Cost 40,000 gp + 3,200 XP
Snizor's Comments:

Clockwork Armor:
CL 11th; Craft Construct, Craft Magical Arms and Armor; Price 27,250 gp; Cost 18,625 gp + 690 XP.
Snizor's Comments:

Sorting Beast:
Faint divination; CL 10th; Craft Construct, Craft Wondrous Item, detect magic, identify; Price 20,000; Cost 10,000 gp + 800 XP.
Snizor's Comments:

Moving Tower:
Faint transmutation; CL 10th; Craft Construct, Craft (blacksmithing) DC 20, stoneskin, feather fall, gust of wind; Price 100,000 gp; Cost 50,000 gp + 4,000 XP.
Snizor's Comments:

Spell Clock:
Moderate evocation; CL 14th; Craft Construct, Craft Wondrous Item, contingency, imbue with spell ability, permanency; Price 130,000; Cost 65,000 gp + 5,200 XP.
Snizor's Comments:

Autoscribe:
Faint transmutation; CL 9th; Craft Construct, Scribe Scroll, read magic, secret page, arcane mark, amanuensis; Price 55,000; Cost 27,500 gp + 2,200 XP.
Snizor's Comments:

« Last Edit: August 03, 2017, 10:30:16 PM by Nytemare3701 »

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
(Continued) The Mechanomicon (A list of constructs with commentary)
« Reply #7 on: July 31, 2017, 06:04:53 PM »
Other Useful Info and Advice


Quote from: Snizor
Artificer Infusions: Here’s a list of infusions that are are useful for non-warforged constructs. Unless otherwise noted, these infusions come from the Eberron Campaign Setting. Level is in ()
(An * means that it doesn’t bypass a Golems Immunity to Magic)

Concurrent Infusions (MoE, 4)
Construct Energy Ward, all versions* (3/4)
Disable Construct* (6)
Hardening* (6)
Inflict X Damage* (1/2/3/4)
Iron Construct* (4)
Reinforce Construct (MoE, 2)
Repair X Damage (1/2/3/4)
Spell Storing Item (1)
Stone Construct* (3)
Total Repair* (6)
Toughen Construct* (2)


Feats for Intelligent Constructs


Melee (Charger): Pretty Self-Explanatory. Recklessly charge at your opponent using Shocktrooper and Leap Attack for major bonus damage. A THW would be best for this combat style (which THW will probably depend on which construct you use because constructs are only proficient in the weapon(s) mentioned in their entry).

Power Attack
Improved Bull Rush
Leap Attack (CAdv) Might be hard to qualify for due to skill requisites
Shocktrooper (CW)

Melee (Lockdown AoO): Uses Stand Still, Combat Reflexes, and Thicket of Blades to keep enemy from reaching the party. A Skillful (CA, provides proficiency in the weapon) Spiked Chain would be a useful weapon for this type of combat.

Combat Reflexes
Stand Still (ExPsiH and SRD)
Power Attack
Martial Study: (Devoted Spirit Maneuver) (ToB)
Martial Stance: Thicket of Blades (ToB)
Mageslayer (CA)

Scouting/Spying: The best intelligent construct for this purpose is the Umbral Spy (the Forge of War) due to it having Hide in Plain Sight, being Incorporeal, have Telepathy, and the Thought Link ability. The Furtive Filcher (Eberron Campaign Setting) is probably runner up due to the high hide mod for it's price.

Darkstalker (LoM)- Hide from stuff with Blindsight/Tremorsense/etc.
Mindsight (LoM, Tsochar section- requires Telepathy)- Blindsight on steroids

Other Feats:
Martial Study/Stance (ToB)- The Shadow Jaunt/Stride line provides a teleportation effect useful for almost any construct. If your construct ever gets to 36 HD (technically 34, but it doesn't get a feat till 36), it would meet the initiator level requirement for a ninth level maneuver.

Skill Focus: Use Magic Device- Use Magic Device and a wand (or 3 with a Rod of Many Rods from CM) can turn your construct into a turret. Since UMD is almost always a cross-class skill for constructs and their Cha scores tend to be low, Skill Focus can actually prove useful.



Making Your Constructs Better

Quote from: Manic Man
Making your constructs better (much of it applies to undead, elemental companions and such as well)

Armor
The penalty for not having the correct armor proficiency is a penalty = armor check penalty to hit and movement skills. The skills penalty is trivial but having a massive to hit penalty would suck, so make sure you have a ~0 armor check penalty.

At the cheapest level, this is using masterwork studded armor (175gp) for +3 armor bonus. Scale it up to huge and its a x4 cost for humanoid. At the worst case, if your DM calculates masterwork as 175 x 4, it still a very cheap 700gp

Add armor enhancements next. Armor is relatively cheap to enhance at the lower tiers and all armor enhancements that do not require activation are open to you. If you have magic vestment, you don't need a big +x to armor. That additional cost for those pluses can be better spent

When you come into money, you don't have to stay with masterwork studded leather because, really, it sucks. So what armor is better? There's the various scenerios depending on what books you can use and what you can afford

i) Mithral (Lowers armor check by 3)
+5 AC, 0 armor check
Mithral Serpentscale from Serpent Kingdoms (Faerun)
Mithral Sectioned (part) from Planar Handbook (your DM may force you to make it whole, see the item description for explainations)

+4 AC, 0 armor check
Mithral Chain shirt (Core)

+5 AC, -1 armor check
Mithral Breastplate (Core)

ii) Nimble armor enhancement (+1) in the Magic Item Compendium (Lowers armor check by 2)
+5 AC, 0 armor check
Darkleaf breastplate +1 Nimble from Ebberron Campaign Setting

+4 AC, 0 armor check
Chain shirt +1 Nimble (Core)

+5 AC, -1 armor check
Serpentscale +1 Nimble from Serpent Kingdoms
Sectioned (part) +1 Nimble from Planar Handbook

iii) Both Mithral and Nimble
+8 AC, 0 armor check
Mithral Sectioned (full) +1 Nimble from Planar Handbook

+8 AC, -1 armor check
Mithral full plate +1 Nimble (Core)

+9 AC, -2 armor check
Mithral battle plate +1 Nimble (Races of stone)

If your DM wants to block this by using the armor check penalty before any enhancements (masterwork, mithral, etc), all is not lost

+2 AC, 0 armor check
Chamelon Armor (Serpent kingdoms)
Leather (Core)
Leafweave (Ebberron Campaign Setting)
Feather cloak (Sandstorm)
Nightscale (Underdark)

Shields
If you're into shields, you can use the same principle as the penalty for non-proficiency is the same. However most shields are very costly when used with mithril, so it is better to use darkwood and apply it to a wooden shield instead.

This gives you a simple huge sized darkwood shield for a shield bonus of +2 for 670. You can then thrown on magical shield abilities and magic vestment it.

Weapons
Golems almost universally do not have proficiency in weapons. However that does not mean you cannot enhance him.

When you're poor, use a masterwork gauntlet (not the spiked one). That gives a +1 to hit for 302 gp, x4 for huge ~1208 gp or 308gp depending on how your DM calculates it. The gauntlet is the opening you need to start applying magical enhancements (greater magic weapon as well).

When you have more money, use the Skillful enhancement from Complete Arcane. At +2 it looks pretty expensive. However apply it to the following weapons and you have a golem that just doubled it reach without affecting its ability to attack adjacent targets
Spinning Sword (Secrets of Sarlona) (Better crit range than kusari-gama, Can use shields)
Kusari-gama (DMG)(Can use shields)
Spiked chain (PHB)(Higher damage, no shields)

For pure damage, you can use the Warmace (PHB upsized to Huge) and you can still use a shield.

If you're not into shields or want the 1.5 x strength damage bonus, the following are 2 handed d12 (base) weapons
Great falchion (Sandstorm, good crit range)
Greataxe (PHB)
Greathammer, goliath (Races of stone, Bludgeoning weapon damage, big crits)
Longaxe (Complete Adventurer, not useful without power attack)

Spells
Make your golem wear a skull on its head. Then cast Skull Watch. Make sure he walks in front as he's not affected by the deafening

If your construct is magic immune (ie, infinite SR), put Explosive runes (as many as possible) everywhere on your construct. Get someone to read it as needed or simply let the enemy read it.

If your construct is healed by fire or if you simply want fire damage in a 5' radius, put a fire trap on its mouth. Ask it to open its mouth when needed

Greater and normal Glyphs of warding work as well. Just glue a lot of boxes to your construct, glyph all of them and get your construct to open them. Use blast glyphs for healing and spell glyphs for area effects like clouds or mists. This can get expensive due to the material component though

Symbols work great, especially permanent symbols as the construct is immune to it. Put one on him or on his armor or such and get him to walk in front (especially if you already have skull watch on). Sit back and enjoy the show

Permanency can also be used with shrink item but is subject to whether you DM allows it. Prior to animation, you can place "Shrink item" on the golem. If he still has it on when he's animated, you can shrink and carry your golem very easily if you're using the cloth form.

Miscellaneous
The following may or may not work, depending on your DM and even if it works, for some of these, don't take your construct to town

Stuff his armor with smokesticks. Wait for him to light up
Give your golem a duplicate of your own head, especially for flesh golems.
Wrap it up in bandages so it looks like a mummy. Wait for him to be turned then laugh
Make people think its not the correct golem type (eg. paint a iron golem with rock colors)
Hollow out your construct's head and stick your familiar in it if it can speak. Tell your construct to obey the familiar and you've got a semi intelligent construct
Cover the whole thing in contact poison
Grow yellow mold or green slime on it
For added kick, tie a thunderstone to each of the gauntlets.
« Last Edit: August 03, 2017, 10:30:22 PM by Nytemare3701 »

Offline Nytemare3701

  • DnD Handbook Writer
  • ****
  • Posts: 1650
  • 50% Cripple, 50% Awesome. Flip a coin.
    • View Profile
(Continued) The Mechanomicon (A list of constructs with commentary)
« Reply #8 on: July 31, 2017, 07:46:54 PM »
Shenanigans:

Ask your DM about combining construct in the same manner of magical items. If you can, then some of these constructs get absolutely bonkers. If your DM has any sanity at all, he will at LEAST keep things from stacking, but it still means you can do things like add immunities and intelligence from a helmed horror to your dumb but deadly deathbot.
« Last Edit: August 03, 2017, 10:30:52 PM by Nytemare3701 »