Sample Half-Golems

This is not done; the template is messed up five ways from Sunday.

Examples of four half-golems, each using a 1st-level half-orc fighter with a nonelite array attributes (after arranging them and applying half-orc racial adjustments) of Str 15, Dex 11, Con 12, Int 8, Wis 9, Cha 6. These sample half-orc half-golems who have failed a Will save when they became half-golems (see The Danger) as the character, are provided here. Because of this failed save, their alignments are all neutral evil and their type becomes construct.

For those who have not succumbed to The Danger, deduct 10 pit points, leave their type at humanoid, restore their original Constitution scores and add +4 to them, and adjust any Constitution-based saves for their special attacks accordingly by adding 2 to their DCs.

All special attack and special qualities listed below link to those descriptions for the golems upon which each half-golem is based. (Simply read “golem” as “half-golem”.) Those that have save DCs or healing spell resistance DCs have those DCs listed after each special attack or quality in the statistics block.

A half-golem looks like a bizarre and horrifying melding of a golem and the character it once was. The materials of its golem limbs twine and crawl across its flesh, like ivy growing across a building or tree. In many cases, a half-golem’s flesh is horribly scarred and has the pale gray color of death. Half-golems speak whatever languages they spoke before their transformations, but their voices are harsh and strangled.

The statistics block below contains details for more than one shape, size, or type of half-golem. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Flesh Half-Golem ⬇️
Medium Construct
Clay Half-Golem ⬇️
Medium Construct
Stone Half-Golem ⬇️
Medium Construct
Iron Half-Golem ⬇️
Medium Construct
Hit Dice: 1d10+20 (25 hp) 1d10+20 (25 hp) 1d10+20 (25 hp) 1d10+20 (25 hp)
Initiative: +0 +0 +0 +0
Speed: 30 ft. (6 squares) (can’t run) 30 ft. (6 squares) (can’t run) 30 ft. (6 squares) (can’t run) 30 ft. (6 squares) (can’t run)
Armor Class: 19 (+5 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 19 21 (+7 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 21 23 (+9 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 23 25 (+11 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 25
Base Attack/Grapple: +1/+6 +1/+7 +1/+8 +1/+9
Attack: Battleaxe +7 melee (1d8+5/×3) Battleaxe +8 melee (1d8+6/×3) Battleaxe +9 melee (1d8+7/×3) Battleaxe +10 melee (1d8+8/×3)
Full Attack: Battleaxe +7 melee (1d8+5/×3) Battleaxe +8 melee (1d8+6/×3) Battleaxe +9 melee (1d8+7/×3) Battleaxe +10 melee (1d8+8/×3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Cursed wound (DC 20) Slow (DC 10) Breath weapon (DC 10)
Special Qualities: Berserk, construct traits, damage reduction 5/adamantine, immunity to magic Berserk, construct traits, damage reduction 10/adamantine and bludgeoning, haste, immunity to magic Construct traits, damage reduction 10/adamantine, immunity to magic Construct traits, damage reduction 15/adamantine, immunity to magic, rust vulnerability
Saves: Fort +4, Ref +0, Will +0 Fort +4, Ref +0, Will +0 Fort +4, Ref +0, Will +0 Fort +4, Ref +0, Will +0
Abilities: Str 21, Dex 10, Con —, Int 1, Wis 11, Cha 1 Str 23, Dex 10, Con —, Int 1, Wis 11, Cha 1 Str 25, Dex 10, Con —, Int 1, Wis 11, Cha 1 Str 27, Dex 10, Con —, Int 1, Wis 11, Cha 1
Skills: Climb +7, Jump +7 Climb +8, Jump +8 Climb +9, Jump +9 Climb +10, Jump +10
Feats: Power Attack, Weapon Focus (battleaxe) Power Attack, Weapon Focus (battleaxe) Power Attack, Weapon Focus (battleaxe) Power Attack, Weapon Focus (battleaxe)
Environment: Any land and underground Any land and underground Any land and underground Any land and underground
Organization: Solitary, pair, or squad (5–20) Solitary, pair, or squad (5–20) Solitary, pair, or squad (5–20) Solitary, pair, or squad (5–20)
Challenge Rating: 4 4 4 4
Treasure: Standard (including masterwork studded leather armor and masterwork small steel shield) Standard (including masterwork studded leather armor and masterwork small steel shield) Standard (including masterwork studded leather armor and masterwork small steel shield) Standard (including masterwork studded leather armor and masterwork small steel shield)
Alignment: Always neutral evil Always neutral evil Always neutral evil Always neutral evil
Advancement: By character class (fighter) By character class (fighter) By character class (fighter) By character class (fighter)
Level Adjustment:

Flesh Half-GolemClay Half-GolemStone Half-GolemIron Half-Golem

Flesh Half-Golem ⬆️

A flesh half-golem is a tortured soul whose replacement limbs were stolen from the dead. Flesh golems’ replacement limbs are rudely stitched to their bodies and may have different skin color or texture from the rest of the character’s skin.

Construction

The pieces of a flesh golem must come from corpses of the same size and type as the recipient (for instance, a Mediumsize humanoid character can not use Small animal limbs). The limbs must not have decayed significantly. “Construction” of the limb requires a successful Craft (leatherworking) or Heal check (DC 20). The rituals cost 10,000 gp and 200 XP and require bull’s strength and geas/quest. Attaching the limb requires the ability to cast 6th-level arcane spells.

Clay Half-Golem ⬆️

A clay half-golem has a grotesquely distorted musculature, such as an overlarge chest, arms attached by thick knots of muscle at the shoulder, stubby fingers, or arms that hang almost to the ground. Its features often appear partially melted. Typically it drips bits of clay, and its slimy replacement “flesh” coats its weapons.

Construction

A clay limb must be sculpted from a single block of clay weighing at least 100 pounds. The sculpting requires a successful Craft (sculpting) or Profession (mason) check (DC 20). The rituals cost 12,000 gp and 240 XP and require animate objects and geas/quest. Attaching the limb requires the ability to cast 6th-level divine spells.

Stone Half-Golem ⬆️

A stone half-golem drags thick limbs of roughly chiseled stone, stylized to suit its creator. For example, one might appear armored, have a particular symbol carved on it, or have designs worked into it. The limbs may be of different types of stone.

Construction

A stone limb must be chiseled from a single block of stone weighing at least 300 pounds. The carving requires a successful Craft (stoneworking) check (DC 20). The rituals cost 16,000 gp and 320 XP and require geas/quest and stone to flesh. Attaching the limb requires the ability to cast 6th-level arcane spells.

Iron Half-Golem ⬆️

The limbs of an iron half-golem appear bolted or riveted to the flesh. Irregular and haphazard iron plates join flesh and metal limbs. The limbs can be fashioned in any manner, just like those of a stone half-golem, although they usually appear armored. They are much smoother than those of a stone half-golem.

Construction

An iron limb is sculpted from 500 pounds of pure iron. The sculpting requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 20). The rituals cost 20,000 gp and 400 XP and require cloudkill and geas/quest. Attaching the limb requires the ability to cast 6th-level arcane spells.

Source: Monster Manual II, page 209. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.