Golem, Blood Golem of Hextor (CR 8)
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
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Treasure: Large +1 full plate (does not resize)
Golems are tenacious in combat and prodigiously strong as well. They are emotionless and cannot be provoked, but those described here are inherently cruel and love to torment their foes.
A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If not under a command, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give a golem a simple program to govern its actions in his or her absence, such as "Remain in an area and attack all creatures that enter" (or only a specific type of creature), "Ring a gong and attack," or the like.
Construct Traits: Golems are immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. A golem is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.
It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. All golems have darkvision (60-four range).
A blood golem is straightforward in combat: It simply lashes out at its foes with its heavy flails, which are actually parts of its body. It is a cruel and malicious combatant, in that it apparently derives satisfaction from slaying enemies despite its lack of true intelligence.
Blood Siphon (Su): A blood golem can suck the 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. Every Constitution point lost in this fashion heals the golem is hit points. (The golem usually restores its hit points to maximum before filling its reservoirs so that it can remain at full strength.) Both the golem and the victim must remain motionless. Priests of Hexcor often provide blood golems with bound or unconscious victims for this very purpose.
Whirlwind of Death (Ex): A blood golem can spin its upper body and cause its flails to rotate at high speed. This ability allows it to attack all creatures within its reach as if it had the Whirlwind Attack feat. In the round after the golem performs this maneuver, it can take only a single attack or move action.
Blood Dependency: Because a blood golem constantly leaks its own vital fluid, it must absorb blood from other creatures to continue functioning. The golem loses 5 hit points per day, regardless whether it is engaged in physical activity or merely stands motionless for the entire day. If the golem's armor is removed or destroyed, this loss increases to 10 hit points per day. If the golem reaches 0 hit points from blood leakage, it is destroyed, leaving only its armor.
Blood Reservoir (Ex): The reservoirs in the golem's armor hold blood equivalent to 20 points of Constitution, which is about as much as the capacity of two average human bodies. The golem normally draws 1 point of Constitution from the reservoir every day to sate its blood dependency. It can draw blood from its reservoirs as a free action, and it often does so during combat.
Magic Armor: A blood golem is encased in a suit of full plate armor with an enhancement bonus of at least +1. If the golem is destroyed, the armor can be reused for another blood golem, but it does not resize to fit other creatures.
Magic Immunity: A blood golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A gentle repose spell acts as a slow spell for 3 rounds with no saving throw. Regenerate restores 1 hit point of damage per caster level. Horrid wilting does half or one-quarter damage if the golem fails or succeeds on its saving throw, respectively.
Rust Vulnerability: A blood golem's armor is vulnerable to rust attacks, such as from a rust monster or the rusting grasp spell. If its armor is destroyed in this manner, the golem's AC drops and it makes slam attacks instead of flail attacks. Once its armor is gone, the golem loses its blood reservoir, and it loses hit points to blood leakage at the rate of 10 hit points per day instead of 5 per day.