Half-Golem, Clay* (CR 4)

Medium Construct
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Initiative: +0
Languages: speaks whatever languages it spoke before its transformation


AC: 21 (+7 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 21
Hit Dice: 1d10+20 (25 hp); DR: 10/silver
Fort +4, Ref +0, Will +0
Speed: 30 ft. (cannot run)
Space: 5 ft. by 5 ft.
Base Attack +0; Grapple +6
Attack: Battleaxe +8 melee
Full Attack: Battleaxe +8 melee
Damage: Battleaxe 1d8+6/x3
Special Attacks/Actions:
Abilities: Str 23, Dex 10, Con -, Int 1, Wis 11, Cha 1
Special Qualities: Berserk, construct traits, haste, immune to piercing and slashing weapons, magic immunity, (Ftr 1, half-orc)
Feats: Power Attack; Weapon Focus (battleaxe)
Skills: Climb +8 and Jump +8
Advancement: By character class (fighter)
Climate/Terrain: Any land and underground
Organization: Solitary pair, or squad (5-20)
Treasure: Standard (the sample creatures all have masterwork studded leather armor, masterwork small steel shields and battleaxes)

Source: Monster Manual II

Example using a 1st-level half-orc fighter who has failed a Will save as the character, are provided here.

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.

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.

Berserk (Ex): A clay half-golem that takes damage in combat flies into a berserk rage the following round, attacking wildly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. A clay half-golem cannot end its berserk state voluntarily. If the clay half-golem is a barbarian, the bonuses and the penalty are cumulative with the barbarian rage class feature.

Wound (Ex): The damage a clay half-golem deals doesn't heal naturally. Only a spell of 6th level or higher with the healing descriptor (such as heal) can repair it.

Haste (Su): After it has engaged in at least 1 round of combat on a given day a clay half-golem can use haste upon itself once during that day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Immunity to Slashing and Piercing (Ex): Slashing and piercing weapons, whether normal or magical, deal no damage to a clay half-golem.

This is a sample creature derived from a Template.