Astral Construct, 1st-Level (CR 1/3)

Small Construct
Alignment: Always neutral
Initiative: +2 (Dex)
Languages: Cannot speak

AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Hit Dice: 1d10 (5 hp)
Fort +0, Ref +2, Will +1
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -9
Attack: Slam +2 melee
Full Attack: Slam +2 melee
Damage: Slam 1d4+1
Special Attacks/Actions: 1 ability from Menu A
Abilities: Str 13, Dex 15, Con -, Int -, Wis 12, Cha 6
Special Qualities:
Feats: -
Skills: -
Advancement: -
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None

Source: Psionics Handbook

Astral constructs are brought into being by specific Metacreativity powers (astral construct I-IX). They are formed from raw ectoplasm (a portion of the astral medium drawn into the Material Plane). An astral construct's Hit Dice are determined by the level of the power used to create it. However, astral constructs of given HD can vary somewhat from one another, depending on the whims of their creators.

Creating an Astral Construct

When manifesting an astral construct power, the manifester assembles the desired creature from a menu of choices as specified in the construct's statistics block. A manifester can always substitute two abilities on a lesser menu for one choice on the next higher menu (for example, two abilities from Menu A instead of one from Menu B). Astral constructs generally appear as animate clumps of ectoplasm with a vaguely humanoid shape, but the manifester can mold or sculpt them according to his or her whim within the limits imposed by the creature's size. The quality of such construct "sculpture" is determined by a Craft (sculpting) check with the appropriate DC set by the Dungeon Master.

Construct: Constructs usually have no Intelligence scores and never have Constitution scores. A construct is immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects) and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects.

Constructs cannot heal damage, though they can be healed. They can be repaired in the same way an object can. A construct is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). A construct is not at risk of death from massive damage (see Chapter 8 of the Player's Handbook), but when reduced to 0 hit points or less, it is immediately destroyed.

Since it was never alive, a construct cannot be raised or resurrected. Constructs do not require air.

Astral Construct Menu A