Clot Golem by Dan Hemsath
Large Construct
Hit Dice: 15d10 (100 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (can't run)
AC: 25 (-1 size, +2 Dex, +14 natural)
Attacks: 2 Twin Bloodsabre Arms +13 melee, Whirlwind Attack +13 melee
Damage: Twin Bloodsabre Arms 2d8+8 each, Whirlwind Attack 2d8+8
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Blood Fuse: 1/every 4 rnds. drains 6d8 hp. touch atk. (not counted against Clot if it misses for re-use), Blood Magnet 25' rad. gravitates all in area toward clot (can be used as a free action if immediately followed with W-wind Atk.) deals 2d8+2
Special Qualities: Construct, damage reduction 15/+1, magic immunity (fire and cold cause slow); electricity heals 1hp:3dmg
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 26, Dex 14, Con -, Int -, Wis 11, Cha 1

Environment: Any land
Organization: Minion
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Large); 31-45 HD (Huge)


Clot is a minion of the evil Elven lich, KaleJaegrimm. Jaegrimm has plans to reproduce Clot for mass use, after he decimated over 100 troglodytes with him. Clot utilizes the powers of gravity and magnetism to provide him the strength of his opponents, through their own blood.

Clot resembles a skinless giant, some nine feet tall, with a large sack over his face, preventing anyone from seeing, what many have called, his hideous features. Even more noteworthy is that he drags on the ground two blades, the dim-brown color of dried blood, where his arms should be. Clot is mostly found protecting one of KaleJaegrimm's homes, be it in a swamp or in the sky. Jaegrimm is particularly fond of the Clot golem, as they are efficient enough to make them cost-effective. Whether other wizards, more likely than not necromancers, have gotten a hold of the method of making a Clot golem is unclear.

Combat
Clot rarely moves unless commanded to. He is better off forcing opponents to come to him, using his Blood Magnet ability, or waiting for them to surround him, and then use a Whirlwind Attack. Clot also waits for his life to get low, before using Blood Fuse, which literally steals the blood from a victim with a touch attack; and, he targets the healthiest looking victim, to get the most health back. Whenever he uses Blood Magnet, he always uses W-wind Atk., unless he has been slowed. Clot is at his weakest when slowed.

Constructs are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also workd on objects). They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Constructs can not be raised or ressurected. Constructs have darkvision with a range of 60 feet.


(and as a free action if followed with Whirlwind Atk.) 1/every 3 rnds. Deals 2d8+2 dmg. (Su)
Blood Fuse: 1/every 4 rnds. Drains 6d8 hp. Touch atk. (Sp)
Damage Reduction 15/+1 (Su)
Magic Immunity (Fire and Cold cause slow); Electricity heals 1hp:3dmg (Ex)

Society
Clot doesn't exist in a society. His existence is an abomination to both the living and the dead, and he is often confused for an undead by many at first glance.

This creature has been play tested.
This is not a kender type creature.

 



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