Constructs
Constructs often appear to be statues or other objects that can move about on their own. A few resemble living (or undead) things. They are made of a range of different materials, and are animated in several ways. They are loyal to you, their creator, and they lack the ability to reproduce. Because the magic needed to create them is powerful, they are not easily made, and they are rare.
Constructs are magical monsters that you can create if you have the Craft Construct feat. That feat has a prerequisite, the Craft Permanent Items feat, which is the Tier II Enchanter Tree feat. Thus, creating constructs requires you to be within the Adventurer Tier.
Activation and Control
With one exception, constructs are never soul-linked to their creator (or anyone else), but they are keyed to their creator, that is, they accept orders only from their creator. Since only the creator can order a construct, a construct's utility to another person is limited. A maker In general, if a construct maker
The Construct Type
Features: A construct has the following features.
- 10-sided Hit Dice.
- Base attack bonus equal to 3/4 total Hit Dice.
- No good saving throws.
- Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).
- No Constitution score.
- Low-light vision.
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
- Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue effects, or energy drain.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- Since it was never alive, a construct cannot be raised or resurrected
- Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
- Proficient with no armor.
- Constructs do not eat, sleep, or breathe.
Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the following table.
Construct Size Bonus Hit Points Fine — Diminutive — Tiny — Small 10 Medium 20 Large 30 Huge 40 Gargantuan 60 Colossal 80
Construct Varieties
These monsters range from weak to mighty. The weakest can be made by second-tier people, since it is possible to take the Craft Construct feat at the Adventurer tier. The greatest constructs result from the labors of legendary people.
Base Constructs
Construct CR Gold Cost XP Cost Required CL Homunculus 1 4,000 400 7 Iron Cobra 2* 5,000 500 8 Animated Object (Tiny - Medium) 3** 7,000 700 9 Ice Golem 4 10,000 1,000 10 Animated Object (Large) 5 12,000 1,200 11 Wood Golem 6 18,000 1,800 12 Animated Object (Huge) 7 22,000 2,200 13 Flesh Golem 8 30,000 3,000 14 Animated Object (Gargantuan) 9 40,000 4,000 15 Clay Golem 10 50,000 5,000 16 Stone Golem 11 65,000 6,500 17 Retriever 12 90,000 9,000 18 Iron Golem 13 120,000 12,000 19 *Increase the CR by 1 for adamantine and mithril cobras. **The CR of animated objects smaller than medium is less, but has no effect on cost or required CR.
Advanced Constructs
It is possible to start with a base construct as a starting point, and create it in a stronger or weaker version.
Crafting a construct with more Hit Dice than the typical specimen described in each entry can be done, up to double the base version's hit dice. Each extra hit die raises the cost of the construct in gold and experience by 10 percent per die; every two hit dice increase raises the required caster level (CL) by 1.
A construct one size larger than described can be made, but only one size change may be applied to a construct. The increase in gold and experience point costs is 100% of the base price, and the required CL rises by 2. A size decrease reduces base construction costs by 10 percent and reduces the required CL by 1. Size advancement does not apply to animated objects — see the table above regarding size variations for them.
Building a golem with the advanced template increases its cost by 30 percent of the base price and raises the required CL by 2. (Applied to constructs, this template does not increase ability scores that start at —.)
Building a golem with the young template decreases its cost by 15 percent of the base price and reduces the required CL by 1.