Adamantine- The Half Adamantine Golem gains a trample attack, As a full-round action the it can literally run over an opponent at least one size category larger than itself or smaller. The Half Adamantine Golem may move up to twice its speed, and must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its Slam attack plus twice its Strength modifier damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Adamantine Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature
Alchemical- As a free action, 1/Minute, the Half Alchemical Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Alchemical Golem, plus 5 feet for every 3 HD the Half Alchemical Golem has. Any creature caught in the gas suffers 1d4 acid damage per HD the Half Alchemical Golem has, Reflex DC (10+1/2 HD+Con Mod) for half, further any creature so damaged must make a Fortitude save of the same DC or be nauseated for 1 round. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.
Amorphion- The Half Amorphion golem may radiate a
Wild Magic as a 5 feet per HD radius emanation, centered on the Half Amorphion Golem, any spells cast within this area are treated as being cast on a plane with a Wild Magic atmosphere. Initiating this aura or ending it is a swift action, but the Half Amorphion Golem may only maintain its Wild Magic aura for a number of rounds per day equal to twice its HD.
Artillery- As a free action, 1/Minute, the Half Artillery Golem may launch a vigorous line attack from its grafted cannon limb, this fills a 15 foot line in front of the Half Artillery Golem, plus 5 feet for every 2 HD it has. Any creature caught in this line suffers 1d4 points of Elemental (Fire, Cold, Acid, or Electricity, Based on the Half Artillery Golem’s Affinity from
Prototype Body) damage per HD the Half Artillery Golem has, Reflex DC (10+1/2 HD+Dex Mod) for half. Further the Half Artillery Golem may use its grafted cannon limb to fire Sling bullets, this attack deals 1d6 bludgeoning damage +1 Elemental Damage (Same as above), with a x3 critical multiplier. This attack has a range of 120 ft, like a projectile weapon, and may be used for iterative attacks. The Half Artillery Golem’s cannon limb can have up to the Half Artillery Golem’s constitution modifier in Bullets pre-loaded, much like a repeating crossbow. Loading one bullet takes the same action as loading a heavy cross bow.
Ash- As a free action, 1/Minute, the Half Ash Golem may breathe out a cloud of blistering ash which fills a 10 foot cone in front of it, plus 5 feet for every 3 HD it has. Any creature caught in this cloud of ash must succeed on a Fortitude save DC (10+1/2 the Half Ash Golem’s HD+ Constitution Modifier) or be blinded for 1d4+1 rounds. This ash is thick and difficult to see through, and hangs about for a number of rounds equal to the Half Inquisition Golem’s Constitution modifier. This ash prevents all vision, including Darkvision, out to 5 feet, and offers any creature inside it a 20% concealment miss chance. Any creature caught within this ash suffers 1d4 fire damage per 2 HD that the Half Ash Golem Has.
Assembly- The Half Assembly Golem is particularly skilled at clinging on to other objects, and holding on to wiggling other creatures. It gains improved grab, allowing it to initiate a grapple after successfully landing a slam attack, without the need of a touch attack or provoking an attack of opportunity. Further the Half Assembly Golem is particularly skilled in dissembling objects, constructs, and itself. 1/minute, if the Half Assembly Golem strikes with its natural slam attack it may choose to forgo its improved grab in order to leave diminutive constructs on its foe. These constructs distract living creatures, who must make a DC (10+1/2 HD+Con Mod) Fortitude save each round or be nauseated for 1 round, this effect lasts for a number of rounds equal to the Half Assembly Golem’s HD. Constructs or objects receive no such saving throw and suffer 1d8 damage per round until the effect ends.
Battleglory- The Half Battleglory Golem has an uncanny fervor for fighting, and a strange grace to its bloodlust. If the Half Battleglory Golem takes damage it must make a will save with DC equal to the damage taken or fly into a Whirling Frenzy similar to a barbarian’s rage, except it gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves, While in a whirling frenzy, the Half Battleglory Golem may make one extra attack in a round at its highest base attack bonus, but this attack suffers a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Half Battleglory Golem might make before its next action. This whirling frenzy is otherwise identical to the standard Barbarian’s rage in all other ways. It can choose to fail this save. It can Whirling Frenzy 1/day plus an additional time for every 4 HD it has. Half Battleglory Golem levels stack with barbarian levels for determining Rage bonus. At effective Barbarian level 11 (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At Barbarian level 20 (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.
Birthday-Cake- As a free action, 1/Minute, the Half Birthday-Cake Golem can fan the flames of its candles into a deadly breath attack. This attack spreads out to a 10 foot cone in front of the Half Birthday-Cake Golem, plus 5 feet for every 3 HD it has. This cone deals 1d8 fire damage per lit candle to any creature caught within it, Reflex DC (10+1/2 HD+Con Mod) for half.
Blood of War- The Half Blood of War Golem may spin the flails dangling off of its golem limb in order to more effective strike multiple opponents. 1/minute, as a standard action the Half Blood of War Golem may make one Slam attack at its highest base attack bonus against every creature within reach of its slam attack. Additionally the Half Blood of War Golem may ‘throw’ its flail like appendages. Its slam attack gains thrown weapon range of 5 feet per HD the Half Blood of War Golem has, because this ranged attack involves to weighted flails at the end of a chain, it may also be used to make a trip attack, after “throwing” its slam attack the Half Blood or War Golem must wait 1 minute before it regrows its slamming flails. At 10 HD its Slam attack gains the
Returning special quality.
Brain- The Half Brain Golem has access to a powerful wave of mental energy, similar to its Mindflayer kin’s Mind Blast. As a free action, 1/Minute, the Half Brain Golem may let out a terrible wave of psychic energy which emanates in a 10 foot cone in front of the Half Brain Golem, plus 5 feet for every 3 HD the Half Brain Golem has. Any creature caught in these psychic waves must succeed on a will save DC (10+1/2 HD+Wis Mod) or be stunned until the beginning of the Half Brain Golem’s next turn. The Half Brain Golem my Augment this Mind Blast by spending 1 power point to increase add 1d4 points of damage to this attack, however it may not increase this damage past 1d4 damage per HD the Half Brain Golem has.
Brass- 1/day the Half Brass Golem may designate any creature it can see or smell through its scent ability as its quarry. For a duration of 1 minute per HD the Half Brass Golem has, it knows the exact location of that creature no matter what distance or obstacles are between the Half Brass Golem and the quarry, so long as the quarry is on the same plane as the Half Brass Golem. The Quarry may, as a full round action, attempt an Intelligence Check DC (10+1/2 HD+Wis Mod) in order to lose the Half Brass Golem, effectively ending this effect. The Half Brass Golem may use this ability an additional time per day for every 4 HD it possesses.
Upon reaching 5 HD, the Half Brass Golem gains a +2 bonus to AC and saves against creatures other than its Quarry. Its Quarry takes a -2 penalty on all attack rolls against creatures other than the Half Brass Golem. These bonuses and penalties are negated if the Half Brass Golem attacks another creature besides its Quarry, but this does not end the Quarry effect. (It still is aware of the exact location of its Quarry no matter what distance).
Upon reaching 10 HD the Half Brass Golem may instead use one its daily uses of Quarry to Cast
Maze as a spell like ability, Caster Level equal to the Half Brass Golem’s HD. The Half Brass Golem may freely enter this maze in order to track any creatures within.
Butterscotch-Pudding- The Half Butterscotch-Pudding Golem may as a standard action, 1/minute, throw a terrible globule of Butterscotch-pudding, this attack functions as a net but has a range increment of 50 feet, and is effective against creatures up to one size category larger than the Half Butterscotch-Pudding Golem. An entangled creature can escape with a successful Escape Artist check DC (10+1/2 HD+Str Mod) or burst free with a successful Strength Check of the same DC, both of which are standard actions. The Half Butterscotch-Pudding Golem may either choose to have a strand of pudding leading back to it, as with a rope and net, or to glue a creature to the area it stands, forcing the creature to make a DC (10+Str Mod) Reflex save or be glued in place as well as entangled. The Burst or Escape Artist check to escape the ‘net’ also frees the creature from being glued to the floor where it stands.
Cadaver-Collector- If the Half Cadaver-Collector Golem successfully grapples a creature, it may attempt a grapple check to impale the creature on its back. If this grapple check succeeds the creature suffers 2d8+1.5 Str Mod damage (Medium), and is considered pinned. This creature suffers 1d8 damage (Medium) each round, on the Half Cadaver-Collector Golem’s turn that it remains pinned as the Half Cadaver-Collector Golem’s movement causes additional pain. To escape being impaled, the creature must succeed on an opposed Strength Check, which the Half Cadaver Collector Golem gains a racial bonus to equal to half of its HD. If a creature succeeds on this strength check it suffers 1d8 damage (Medium), but is free from the Impalement. If it fails this strength check it suffers 2d8 damage (Medium), and remains pinned in place. And ally may attempt to free an Impaled creature as a standard action, with an opposed strength check, to which the Half Cadaver-Collector Golem does not gain its racial bonus on. Once the Half Cadaver-Collector Golem has Impaled a target, it is no longer considered grappling and may move and attack freely on its turn, without penalty.
The Half Cadaver-Collector Golem may have up to 1 creature of its size or smaller Impaled at any time, creatures 3 size categories smaller than the Half Cadaver-Collector Golem are too small to be impaled by it, but the Half Cadaver-Collector Golem may still grate them against its spikes with a successful grapple check dealing suffers 2d8+1.5 Strength Modifier damage (Medium). Impaled creatures and their gear count against the Half Cadaver-Collector Golem’s carrying limit.
Caltrop- As a free action, 1/Minute, the Half Caltrop Golem can launch a massive spray of caltrops from its body. This fills a 10 foot cone in front of the Half Caltrop Golem, plus 5 feet for every HD the it has. Creatures within the area are bombarded with flying metal, which deals 1d6 piercing damage per HD of the Half Caltrop Golem to anyone in the area, Reflex DC (10+1/2 HD+Con Mod) for half. Further this covers all affected squares with caltrops, as if dropped by the Half Caltrop Golem’s Construction material.
Calzone- As a free action, 1/Minute, the Half Calzone Golem may breathe out a cloud of fantastic smelling gas which spreads in a 10 foot cone in front of the Half Calzone Golem, plus 5 feet for every 3 HD it has. This cloud hands in the air for a number of rounds equal to the Half-Calzone Golem’s HD, and does not block vision what so ever. Any creature caught in the gas must make a fortitude save DC (10+1/2 HD+Con Mod) or become over-come by a maddening hunger, and suffer from the nauseated condition for 1 round any creature that succeeds on its save but remains in the cloud must make a fortitude save each round it remains in the affected area.
Carver- The Half Carver Golem’s slam attack improves to a saw-slam which deals slashing or bludgeoning damage as the Half Carver Golem wills it, and by passes damage reduction to Adamantine, Cold Iron, and Magic. Further it ignores the hardness of any wood. Also, as a move action, 1/Minute, the Half Carver Golem can spin up its spinning slaw slam in order to deal more damage. After spinning this saw the Half Carver Golem’s saw-slam attack deals 2d6+1.5 Strength Modifier damage, and has a critical of x3, this effect lasts for 1d4+1 rounds.
Chain- As part of a Full-Defense action the Half Chain Golem can surround itself with a whirling, slicing shield of chains, Any creature adjacent to the Half Chain Golem suffers 1d6 slashing damage per HD of the Half Chain Golem, a successful Reflex save DC (10+1/2 HD+Dex Mod) reduces this damage by half. Any creature or object entering or passing through a square adjacent to the Half Chain Golem is subjected to this damage without a saving throw. The Half Chain Golem further gains a one half cover from this ability granting it a +4 cover bonus to AC. The Half Chain Golem may not take a move action while this ability is activated. A Half Chain golem may use this ability a number rounds per day equal to twice its HD.
Chocolate- Once every minute, As part of a normal slam attack, the Half Chocolate Golem may use its melty delicious nature to make a slam attack that leaves the targeted creature covered in a sticky mess, that is has a fantastic scent. If the attack is successful the targeted creature must succeed on a Will Save DC Once every minute, As part of a normal slam attack or be effected as per the
Slow spell for a number of rounds equal to the Half Chocolate Golem’s HD. Further any creature that can smell or taste that is indifferent towards the slowed creature will instead behave as if it were hostile to that creature, as that the sweet allure of chocolate drifts from the target.
Clay- The Half Clay Golem’s slams may deliver a powerful curse. The damage from the Half Clay Golem’s slams can't be removed by any means until the creature damaged receives a healing check DC (10+1/2 HD +Con Mod) or receive a Conjuration [Healing] spell that passes a Caster level check of the same DC. Further The Half Clay Golem’s natural attacks always bypass regeneration.
Coral- The Half Coral Golem’s slam is terribly jagged and leaves vicious wounds, the damage from the Half Coral Golem’s slams may not removed naturally or magically unless the target is fully submerged in water. further the Half Coral Golem may make a Dazing attack with its slam attack, 1/minute, Creatures damaged this slam attack must succeed on a DC (10+1/2 HD +Str Mod) Fortitude save or suffer from the dazed condition until the beginning of the Half Coral Golem’s next turn.
Demon-flesh- The Half Demon-Flesh Golem gains a terrible whip like tail, that scalds the mental faculties of those it strikes. The Half Demon-Flesh Golem’s slam attack gains a reach of 5 feet per 3 HD it has, unlike most reach weapons, the Half Demon-Flesh Golem may attack adjacent squares with no penalty. 1/minute as part of a full attack action with its tail, the Half Demon-Flesh Golem may make a dazing attack. The creature damaged by this slam must succeed on a DC (10+ 1/2 HD+Str Mod) Fortitude save or suffer from the dazed condition until the beginning of the Half Demon-Flesh Golem’s next turn.
Dragon-flesh- The Half Dragon-Flesh Golem’s slam attack is replaced by a claw attack that deals 1d8+1.5 Strength damage (Medium). When the Half Dragon-Flesh Golem attacks with this claw, it inspires terror in all creatures within 30 feet that have fewer Hit Dice than it has, such creatures must succeed at a Will save (10+ 1/2 HD+Cha Mod) or suffer from the shaken condition for 1d4 rounds per 2 HD of the Half Dragon-Flesh Golem. A successful save leaves that opponent immune to this fear effect for 24 hours.
Fang- As a free action, 1/Minute, the Half Fang Golem can launch a massive spray of spikes from its body. This fills a 10 foot cone in front of the Half Fang Golem, plus 5 feet for every HD it has. Creatures within the area are bombarded with various spikes, which deals 1d6 piercing damage per HD of the Half Fang Golem to anyone in the area, Reflex DC (10+ 1/2 HD+Con Mod)for half. Further any creature damaged by these spikes suffers a penalty on saving throws against Druid and Fey spells and abilities, equal to the Half Fang Golem’s Wisdom Modifier. This penalty lasts for a number of rounds equal to the Half Fang Golem’s HD.
Fewmet- The Half Fewmet golem may radiate an aura of energy (specifically the energy it has an affinity for, See
Prototype Body) as a 5 feet per HD radius emanation, centered on the Half Fewmet Golem, any creatures or objects within this area suffer 1d4 points of Elemental damage per HD. Initiating this aura or ending it is a swift action, but the Half Fewmet Golem may only maintain its Energy aura for a number of rounds per day equal to twice its HD.
Flesh- The Half Flesh Golem has a tendency to be unstable, and may fly off the handle at the slightest threat. If the Half Flesh Golem takes damage it must make a will save with DC equal to the (10+damage taken) or fly into a rage exactly like a barbarian’s, incurring all the benefits and penalties of doing so. It can choose to fail this save. It can rage 1/day plus an additional time for every 4 HD it has. Half Flesh Golem levels stack with barbarian levels for determining Rage bonus.
The Failed Half Flesh Golem’s rage is a little different, any bonuses that the Barbarian’s rage would grant to Constitution are instead granted to Wisdom, the Rage duration is based on Wisdom, and the Half Flesh Golem temporarily gains hp based on its Wisdom modifier, as if it were a Constitution modifier for a living creature.
Force- The Half Force Golem gains a powerful force attack, It gains one of the following Golem weapons, this decision may not be changed after it is selected at second level.
Force Burst: As a standard action, 1/minute, the Half Force Golem may unleash a 30 feet radius blast of force centered on itself. Any creature caught in the blast suffers 1d6 force damage per 2 HD of the Half Force Golem and are knocked prone. If the opponent succeeds on a reflex save (DC 10+1/2 HD+Cha) they only suffer damage and are not knocked prone.
Pulse: As a standard action, 1/minute, the Half Force Golem may launch a bolt of force at any target within 10 feet plus 5 feet per HD it has, as a ranged touch attack, if it hits, the Half Force Golem makes an opposed Strength check against the target, adding its Cha mod to the check. If The Half Force Golem succeeds, the opponent is flung 5 feet in a direction of the Half Force Golem's choice, and is knocked prone. The distance of this ability increases by 5 feet at 6 HD, and by another 5 feet every 3 HD thereafter. The Half Force Golem may also choose the fling the target straight into the air, in which case the target suffers from appropriate falling damage. If the target's movement is stopped by a wall or barrier, they suffer 1d6 damage for every 5 feet that they would have gone further.
Reactive Force: A number of times per day equal to the Half Force Golem’s Charisma modifier it may push an opponent past it. Whenever an opponent attacks and misses the Half Force Golem in melee, the Half Force Golem may move the opponent 5 feet to an empty space in any direction as an immediate action. This movement does not provoke attacks of opportunity.
Force Slam: As a full round action, 1/minute, the Half Force Golem slams into the enemy, channeling its force abilities. The Half Force Golem makes a normal attack roll, if it strike it deal its normal slam damage plus force damage equal to the Half Force Golem’s Cha mod; further on a successful attack the Half Force Golem can make a free bull rush attempt, and add its charisma modifier to the strength check. If this succeeds, the opponent is knocked prone as well as back. At 8 HD the Half Force Golem can use this ability as a standard action, and at 13 HD as a part of a full round attack, however this is still only 1/minute.
Gear- The Half Gear Golem gains improved grab, allowing it allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. The whirling cogs and sprockets grind against these creatures relentlessly, regardless of the success of the Half Gear Golem’s grapple checks. Even if the Half Gear Golem is held or pinned it still automatically deals its slam + 1.5 Str mod damage in any round that it is considered grappling. The Half Gear Golem needs to make no attack roll to deal this damage. Further, this damage is doubled if the Half Gear Golem has the target pinned.
Gloom- Once per day per 3 HD the Half Gloom Golem has, it may declare one of its slam attacks to be a Touch of Woe. If the Slam attack hits its target that target suffers 1d6 points of charisma damage. If an opponent is reduced to 0 Charisma from this attack, it drops into a night-mare filled coma and cannot be restored to consciousness without the aid of a
Break Enchantment or
Remove Curse effect. Creatures damaged by this Touch of Woe often behave miserable and withdrawn until their Charisma damage is restored.
Grave-dirt- The Grave-Dirt Golem’s natural attacks leave soiled wounds caked in foul grave-dirt, Creatures damaged by its slam suffer 2d4 points of vile damage on the subsequent round to its delivery. This is not negative energy, and thus harms undead as well. This damage may not removed naturally or magically unless the target is within the bounds of a
Hallowed area. Further the Half Grave-Dirt Golem’s slam always bypass regeneration.
Hangman- The Half Hangman Golem gains reach of 5 extra feet with its slam attack, as well as Improved Grab, allowing it to initiate a grapple on a successful slam attack without having to make a touch attack or provoke an attack of opportunity. On a successful grapple check, the Half Hangman Golem deals constriction damage equal to its slam damage. If it beats the opponents grapple check by 10, the opponent must succeed on a DC (10+1/2 HD+Con Mod) Fortitude save or be dazed for one round. Even on a successful save the opponent begins to suffocate until it can break free from the grapple.
Hellfire- The Half Hellfire Golem’s slam attacks burn with the ire of the hells, the Half Hellfire Golem’s slam deals an additional 2d6 hellfire damage profane damage and that is not subject to fire resistance or immunity. Creatures struck by slam attack must make a Reflex save DC (10+1/2HD+Con Mod) or catch flame with this hellish fire for a number of rounds equal to the Half Hellfire Golem’s Con mod, suffering 1d6 hellfire damage each round. The creature may spend a full round action and make a Survival check DC (10+1/2HD+Con Mod) in order to put out this fire. The aid of water, or other fire extinguishing effects increases this creature’s Survival check by +5, but do not immediately extinguish the hellfire.
Homunculus - The Half Homunculus Golem gains a poisonous barb, allowing it to inflict poison with its slam attack. An opponent damaged by its slam attack must make a DC (10+1/2HD+Con Mod) Fortitude save or sleep for 1 minute, within 10 minutes the creature must make another Fortitude save regardless of the success or failure of the initial Fortitude save, or sleep for another 1d6 minutes per HD. This poison may also be delivered as a touch attack that does not immediately alert the creature touched that they have been stung. A Half Homunculus Golem may ‘load’ 1 does of a poison, potion, alchemical substance, or other liquid, into its barb as a standard action. The Half Homunculus Golem may deliver this substance through its poisonous barb instead of its normal poison. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.
Ice- The Half Ice Golem, as a free action 1/minute, can spray ice shards from its body filling a 10 foot cone in front of the Half Ice Golem, plus 5 feet for every 3 HD. Any creature caught in the spray suffers 1d4 damage per HD, Reflex DC (10+1/2 HD+ Con Mod) for half. Half of this damage is piercing, the other half is cold damage, further any creature so damaged must make a Fortitude save of equal DC or be Blinded for 1d4+1 rounds.
Inevitable- As a standard action, 1/minute, the Half Inevitable Golem may invoke a terrible smiting that delivers the Punishment of the Inevitables. This attack gains an insight bonus to attack equal to the its Cha Mod, and deals additional damage equal to the its HD. This need not be the Half-Inevitable Golem’s slam attack, and this attack is not alignment dependent.
Inquisition- The Half Inquisition Golem gains a powerful torture attack, it gains one of the following Golem weapons, this decision may not be changed after it is selected at second level.
Prolonging Sting: The Half Inquisition Golem gains an alchemical sting touch attack, allowing it to deliver alchemical or poisonous substances with it’s a touch attack, this requires a regular attack action, and deals no damage. However it does not provoke attacks of opportunity. It produces an alchemical substance that it can deliver through this vector that restores 1d6+ Con Mod hp of living cretures. It can produce a number of doses of this substance equal to its HD. It may ‘load’ a poison, potion, alchemical substance, or other liquid, into its Alchemical Sting as a Standard action. The Half Inquisition Golem may deliver this substance through its Alchemical Sting instead of its normal healing substance.
Furnace: The Half Inquisition Golem’s slam attacks burn red hot, dealing an additional 2d6 fire damage on a successful slam or touch attack, and any creature grappling with it suffers twice this damage, even if the Half Inquisition Golem is held or pinned. Further if it is in water, all adjacent squares next to the Half Inquisition golem begin to boil, dealing 1d6 Fire damage to any creature that passes through or remains in that square.
Choking Gas: As a free action the Half Inquisition Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Inquisition Golem, plus 5 feet for every 3 HD. This heavy thick gas is difficult to see through, and hangs about for a number of minutes equal to its Con Mod. This Gas prevents all vision, including Darkvision, out to 5 feet, and offers any creature inside it a 20% concealment miss chance. However, this gas also prevents any creature caught within it from breathing. Any creature caught inside this gas begins to suffocate. It may use this attack 1/day for every 3 HD. A Half Inquisition Golem may ‘load’ an inhaled vector poison, or other liquid that has a vapor effect, into its Choking Gas Attack as a Standard action. It may deliver this substance through its Choking Gas Attack instead of its normal Choking Gas, this does not use up one of its uses of Choking Gas per day.
Iron Maiden: The Half Inquisition Golem gains armor spikes that it is naturally proficient with, as a creature one size larger than it. Because of the various different spikes it has these bypass all damage reductions short of Epic. At 20 HD they bypass DR/Epic as well. Further it gains improved grab, allowing it to initiate a grapple check as a free action after making a successful slam attack, without requiring a touch attack or provoking an attack of opportunity.
Iron- As a free action, 1/Minute, the Half Iron Golem may breathe out a cloud of poisonous gas which fills a 10 foot cone in front of the Half Iron Golem, plus 5 feet for every 3 HD. Any creature caught in the gas is subjected to the its inhaled vector poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) and an initial and secondary damage of 1d4 Con damage. This damage increases by one size category every 4 HD the Half Iron Golem has. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.
Junk- As part of a Full-Defense action the Half Junk Golem can surround itself with a cloud of flying sharp debris. Any creature adjacent to it suffers 1d4 slashing damage per HD the Half Junk Golem has, Reflex save DC (10+1/2 HD+ Dex Mod) for half. Any creature or object entering or passing through a square adjacent to the Half Junk Golem is subjected to this damage without a saving throw. The Half Junk Golem may not take a move action while this ability is activated. A Half Junk Golem may use this ability a number rounds per day equal to twice its HD. If this ability is activated in an area of substantial refuse this damage increases to 1d10 slashing damage per HD of the Half Junk Golem, and the Half-Junk Golem gains fast healing equal to its HD while this power is active.
Juggernaut- The Half Juggernaut Golem gains a trample attack, as a full-round action it can literally run over an opponent of up to its own size category, but no larger. It may move up to twice its speed and must completely cover the target’s space while making this trample attack. This attack deals damage equal to twice its slam plus twice its Str Mod damage to any creature it runs over. Creatures trampled gain an attack of opportunity at a -4 attack penalty, if the creature chooses to not take the attack of opportunity it may attempt a reflex save DC (10+1/2 HD+Str Mod) to only suffer half damage. The Half Juggernaut Golem may only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. Creatures damaged by the Half Juggernaut Golem’s Trample attack must make a DC (10+1/2 HD+Str Mod) Reflex save or be knocked prone.
Magmacore- As a free action 1/minute the Half Magmacore Golem may shatter its natural armor, completely losing is bonus to natural armor from the Half-Golem class, gaining a
Blur effect for the following minute. At the end of which the Half Magmacore Golem’s natural armor returns. When Shattering its armor all creatures within a 5 feet per HD radius blast, centered on the Half Magmacore Golem, suffer 1d4 damage per HD, Reflex DC (10+1/2 HD+Con Mod) for half. Half of this damage is piercing, the other half is fire damage.
Mindstrike- The Half Mindstike Golem gains an additional bite natural attack that deals 1d6 damage, and may be used to deliver a mind-addling venom. Any creature damaged by this bite is subjected to this poison, with a Fortitude save DC of (10+1/2 HD+Con Mod) with initial and secondary damage of 1d6 Cha damage. This damage increases by one size category every 4 HD the Half Iron Golem has. If an opponent is reduced to 0 Charisma from this venom, it grows irrevocably mad, as if by
Insanity. At 10 HD even creatures immune to it can be affected but they gain a +5 bonus on their saves.
Mud- As a free action, 1/Minute, the Half Mud Golem can belch out a massive spray of slop. This fills a 10 foot cone in front of the Half Mud Golem, plus 5 feet for every HD. Creatures within the area are sprayed with thick sticky mud, creatures in this area must make Reflex save DC (10+1/2 HD+Con Mod) or fall prone. Further this covers all affected squares with mud, as if dropped by its Construction material.
Mithral- The Half Mithral Golem gains a second slam attack and may make a flurry attack with its slams, gaining an additional attack at full base attack bonus, however when using this flurry, all attacks made in the round suffer a -2 penalty. (The Half Mithral Golem should wind up with 3 slam attacks with a flurry).
Nimblewright- If the Half Nimblewright Golem hits an opponent with its rapier hand attack, it may attempt to trip that opponent without needing to make a touch attack, or provoking an attack of opportunity. Further, when attacking a prone creature, it deals an additional 2d8 damage with a successful attack.