Source: Fiend Folio 83-85
Large Construct
Alignment: Always lawful evil
Initiative: -1 (Dex)
Languages: Cannot speak
AC: 26 (-1 size, -1 Dex, +9 natural, +9 +1 full plate), touch 8, flat-footed 26; without armor 17 (-1 size, -1 Dex, +9 natural), couch 8, flat-footed 17
Hit Dice: 10d10+30 (130 hp if supplied with blood); DR: 10/adamantine
Fort +3, Ref +2, Will +3
Speed: 20 ft. (cannot run)
Space: 10 ft./10 ft.
Base Attack +7; Grapple +17
Attack: Masterwork heavy flail +13 melee, or slam +12 melee (see text)
Full Attack: 2 masterwork heavy flails +13 melee, or 2 slams +12 melee (see text)
Damage: Masterwork heavy flail 1d10+6, slam 1d8+6 (see text)
Special Attacks/Actions: Blood siphon, whirlwind of death
Abilities: Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1
Special Qualities: Blood dependency, blood reservoir, construct traits, magic armor, magic immunity, rust vulnerability
Feats: -
Skills: -
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Treasure/Possessions: Large +1 full plate (does not resize)
HD:d12Level | Bab | Fort | Ref | Will | Special | Blood Points |
1 | +0 | +0 | +0 | +0 | Living Blood, Flowing Form, Natural Attacks, +1 Str, +2 Con | - |
2 | +1 | +0 | +0 | +0 | Blood Dependancy, Blood Siphon, +1 Str | 3 |
3 | +2 | +1 | +1 | +1 | Flowing Form, Body Augmentation, +1 Str | 4 |
4 | +3 | +1 | +1 | +1 | Evacuation, +1 Str | 5 |
5 | +3 | +1 | +1 | +1 | Growth, Possess, +1 Str | 8 |
6 | +4 | +2 | +2 | +2 | Greater Magical Arms, +1 Str | 9 |
7 | +5 | +2 | +2 | +2 | Body Augmentation, Magic Resistance, +1 Str | 10 |
8 | +6 | +2 | +2 | +2 | Bonus attack, Flowing Form, Whirlwind of Death | 10 |
Skills:6+Int modifier per level, quadruple at 1st level: Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering), Move Silently (Dex), Open Lock (Int), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha).
Proficiency: Natural Weapons, Light, Medium and Heavy Armor, no Shields, and 1 Martial Weapon. This Weapon must be inherently capable of performing Trip Attacks, such as a Heavy Mace.
Living Blood: The Blood Golem has the Living Construct type, which gives it the following traits:
It counts as a Construct with the [Water] subtype. This gives it the following traits:
Like normal constructs, It is not subject to critical hits, exhaustion, fatigue, mind-affecting effects, sleep effects, or stunning.
Has Low-lit Vision and 60' Darkvision
Has a 30' base movement speed
Has poor save progression, and has a BaB as a Cleric (3/4).
Unlike most constructs, it has a Constitution Score and is vulnerable to ability damage, death effects, death from massive damage, disease, energy drain, necromancy effects, nonlethal damage, paralysis, poison, and can be raised or resurrected.
Furthermore, the Blood Golem takes only 1/2 Cold damage from any source, gains a +2 to saves against Cold and Fire spells, and gain a +5 bonus to Fortitude saves to resist extreme Environmental effects. However, the Blood Golem multiplies any Sonic Damage it takes by 1.5 (50% more) and is treated as a Water creature against spells or effects that have increased effects against such creatures, such as Horrid Wilting or Extract Water Elemental.
Finally, the Blood Golem has a Natural AC of its Constitution Bonus.
Flowing Form (Ex): At 1st level, you gain a +15 on all Escape Artist checks and may even compress its form up to a foot (tiny) diameter, and thus flows through spaces without undue difficulty. At levels 3, 8, and every 5 HD after, choose one of the following abilities to gain:
- The Blood Golem gains a 40' Swim speed, gains a +10 to all Swim checks, and can take 10 on any Swim check, even when threatened.
- The Blood Golem gains a 20' Climb Speed, gains a +10 to all climb checks, and can take 10 on a Climb check even when threatened.
- The Blood Golem gains a +10' bonus to all base movement speeds.
At 10 HD, your bonus to Escape Artist Checks increases to +30; and by +60 at level 20. Furthermore, at 20 HD, you become immune to Difficult Terrain, Paralysis, and operate under a continuous, extraordinary
Freedom of Movement effect.
Natural Attacks: At 1st level the Blood Golem gains a single Natural Attack, which it can make as a Claw (slashing) or a Slam (bludgeoning), that deals 1d8 damage. At level 5, this increases to 2d8, and increases by +1d8 (med) every additional 5 HD it gains (3d8 med at 10, 4d8 at 15, etc).
At 8th level, the Blood Golem gains an additional primary Natural Attack, for a total of 2 Primary Claws and/or Slams.
Ability Score Increases: At levels 1 to 7 of the Blood Golem class, it gains a +1 to Str; it also gains a +2 Con at 1st level, for a +7 Str, +2 Con at level 8.
Blood Dependency: Starting at level 2, the Blood Golem has acquired enough mass that it also loses some of its vital fluids. At the beginning of each day, the Blood Golem loses 1 HP per HD it has (minimum 2).
Blood Siphon (Ex): Starting at level 2, the Blood Golem may drain blood out of a helpless creature or a body that has died within the past hour, dealing Constitution damage at the rate of 1 point per full round for every 2 HD it has (minimum 1). It then gains 2 Blood Points for each point of Con damage it dealt, to a maximum in its Blood Pool (See chart, above).
Blood Points: Starting at level 2, the Blood Golem can store the blood it absorbs from its victims. It may expend its Blood Points in the following ways:
- 1 point: As an Free Action 1/round, it may modify the result of a die roll from an enemy within 60' by -1d4 (It must be able to perceive this enemy).
- 2 points: As an Immediate Action, the Blood Golem may increase the result of an Intelligence, Wisdom, Charisma check or related skill by +2d4.
- 2 Points: As an Immediate Action, the Blood Golem increases a Saving Throw result by 1d4+1. You may do this before or after you see your roll, but before you know the result.
- 2 Points: As a Move Action, you may heal yourself for 1d12 + Con HP; this increase by +1d12 every Blood Point spent. This may be done as part of a Blood Siphon at 6HD or more, but you do not add Blood Points that you spend.
- 3 Points, level 5+:As an Immediate Action, you may roll 2x on a Saving Throw against being Paralyzed, Petrified, Poisoned, or afflicted with Disease; you take the better of these 2 rolls.
- 6 points:1/encounter, you may both double your base speed for 2 rounds and also avoid provoking Attacks of Opportunity for this time.
Body Augmentation (Ex): At 3rd level, the Blood Golem gives a magical +1 bonus to any Armor, Weapon, or Natural Weapon it bears against its foes. In addition, you gain your choice of the following bonus options, chosen once at 3rd and again at 7th level:
- Additional Arm: You gain 1 secondary Natural Attack that attacks at a -2 to hit (instead of a -5), and may be a Claw, Slam or Spike, with the same damage as its base Natural Attack. This ability may only be chosen once.
- Blood Rage: You gain Rage, as a Barbarian, usable 2/day. However, you are not fatigued at its end. This may be chosen a second time, and adds +3/day uses.
- Damage Reduction: You gain DR 2/- This ability may only be chosen twice.
- Elemental Absorption: 1/encounter, when you would take damage from a source of Acid, Cold, Electric, Fire, or Negative-Energy, you instead heal that much HP. Overhealing from this ability applies as Temporary Hitpoints.
- Great Resistance: This selection may only be chosen at 7th level or higher. 1/encounter, you may choose to succeed on your save against any 1 spell; this selection may be made after a roll, but before the result is known.
- Steadfast Form: You become immune to any effect that would Blind, Polymorph or Alter your form against your will.
Evacuation (Ex): Beginning at 4th level, the Blood Golem may take a full-round Action to grant itself a fly speed 2x its base land speed with (perfect) maneuverability, and if it ends its movement next to an opponent it may take an Attack action. However, if hasn't landed at the end of its turn it falls, taking falling damage as appropriate.
Growth (Ex): At 5th level, you grow 1 Size Category. This affects any weapon and Armor (natural or otherwise) you wield.
Possession (Su): Beginning at 5th level, while Evacuated (see Above), you may attempt to possess a plant or a creature with a Con score that you can see and is within your Fly speed.
First, you must move adjacent to the creature, then take an Attack action--as a Touch Attack--at your Highest Base Attack Bonus; if you hit, you may attempt possession.
The target creature's CR must be at least 2 less than your current level else the possession fails. They must succeed on a Will saving Throw DC 8 + your Con modifier + 1/2 the damage dealt or be possessed for 1 minute per Blood Golem level. You maintain your Int, Wis and Cha scores, and replace your physical stats with the possessed creature's. You retain your skills and abilities, and may use them in this possessed form. This possession ends if the body is reduced to 0 HP or less, if you end the effect as a Move Action, or if the time runs out.
Greater Magical Arms: At 6th level, and for every 3 HD afterwards, the Blood Golem bestows an additional +1 bonus to the Weapons, Armor, and Natural Weapons it uses; this does not stack with enhancements from other sources, and only the largest bonus applies. At the beginning of each day, as an hour-long ritual, it may exchange all its equipped items' Enhancement bonuses and Enchantments (i.e it could make a +3 mace a +1 Flaming Burst Mace), as it desires. However, this may only be done 1/day, and may not use Epic-level Enchantments (6+) until 21 or more HD.
Magic Resistance (Ex): Beginning at 7th level, any time you make a Saving Throw against any Spell, Power, PLA or SLA, you may roll twice and take the better result. This resistance does not apply to spells with the [Sonic] descriptor or spells that effect [Water] creatures, such as Horrid Wilting.
Whirlwind of Death (Ex): At 8th level, the Blood Golem may take a Standard Action to initiate this action. It then makes a melee attack against every opponent within reach. Resolve each attack separately, at your highest Base Attack bonus, with a +2 to hit for each attack.
At 15 HD, the Blood Golem makes two melee attacks against every opponent within reach. Resolve each attack separately, at your highest Base Attack bonus, with a +5 to hit for each attack.
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Blood Golem feats:
Extra Bonus Adaptation | Requirements: Blood Golem 3 or higher
You gain another Bonus Adaptation of the Blood Golem. However, you must abide by written restrictions.
Special: You may select this feat more than once, each time applied to a different Adaptation.
Greater Possession | Requirements: Blood Golem 5 or higher.
You use the better of all Ability Scores when Possessing a creature (yours or the possessed creature). Furthermore, as a Free Action, you may expend X Blood Points (min 1) and reduce the duration of your Possession by 1 minute to gain the use of a single Ex, Supernatural, or Spell-like ability of the creature for X minutes.
Increased Blood Capacity | Requirements: Blood Golem
You gain a +3 bonus to your Blood Point maximum. Furthermore, you gain +1 to your Blood Point maximum at each HD gained starting at 9 HD (thus +1 at 9 HD, 10, 11, 12 etc).
Mutable Armaments | Requirements: Blood Golem 6 or higher
You may swap the Enchantments of your Weapons and Armor with 10 minutes' meditation, instead of 1/day.
Potent Siphon | Requirements: HD 12+, Blood Siphon
Whenever you use your Blood Siphon ability, you deal 1 Constitution Damage per HD instead of 1 damage per 2 HD.