KingOfChaos
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Golem, Blood Doll
Medium Construct
Hit Dice: 9d10 (50 hp)
Initiative: +8
Speed: 80 ft. (16 squares)
Armor Class: 21 (+8 dex, +4 natural), touch 18, flat footed 14
Base Attack/Grapple: +6/+11
Attack: Slam +11 melee (1d6+5)
Full Attack: 2 Slams +11 melee (1d6+5) and Bite +6 melee (2d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Rend, Locked Grapple
Special Qualities: Magic Immunity, Undead traits, Construct traits, Remote Control, Darkvision 120ft., DR 10/blessed, Spell-like Abilities
Saves: Fort +3, Ref +11, Will -2
Abilities: Str 26, Dex 27, Con –, Int –, Wis 1, Cha 1
Skills: --
Feats: --
Environment: Any urban
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --
The blood doll is a special golem crafted from the actual body of a vampire servant that has been deemed unworthy by his or her sire or who has betrayed their master and has been caught before their plans have come to fruition. Regardless, the vampire is gutted and their insides removed to make room for the actual construct parts. The helpless vampire spawn’s fast healing is halted to prevent interruption of the transformation. The only organs remaining in the vampiric shell is the heart, the brain having been removed and replaced with a focus crystal to allow the master vampire to control their new toy from a great distance and to keep the construct from forming its own thoughts. The heart remains to keep the vampiric state of the body intact. Should it be removed or destroyed, the vampire’s body would vanish into dust. The result is a flesh golem with a more human appearance and the ability to siphon off great amounts of blood through specially hidden tubes installed in the hands and arms. Various metal attachments increase the golem’s strength and agility and fortify its normally flesh-weak form.
The blood doll is used by powerful vampire masters to retrieve blood from the populace and then return to allow the master to feed from a specially prepared tube which protrudes from the creation’s spine. This tube leads to a tank located within the abdomen of the golem where the blood is kept alive and warm as if it came from a fresh victim. The blood doll itself appears as a normal humanoid of the type of the creature race the original vampire was a member of. The only change is the removal of the eyes which are normally replaced with gems or other precious gems (usually rubies) which allows the vampire master to see out of its creation’s eyes as if they were their own.
Blood dolls cannot normally speak, though when possessed by its vampire master it has all the ability to speak that they possess.
Combat: Blood dolls attack with great speed and ferocity as if still a vampire and possess no fear of pain or death (since they’re not alive). They enter combat with powerful slams of their metal reinforced fists or attempt to grapple a solitary opponent in order to drain them of their blood.
Blood Drain (Ex): An opponent grappled by the blood doll automatically takes damage every round from the various tubes which enter their body at the moment of contact with the construct. The initial damage is 2d6 points of piercing damage with every round afterward dealing 1d6 points of temporary constitution damage as the various magical pumps located within the blood doll begin siphoning away their blood at a fast rate. A creature who reaches 0 constitution dies and is released by the blood doll in favor for living targets nearby.
Rend (Ex): If the blood doll makes two successful slam attacks against an opponent, they automatically deal an additional 4d6 points of damage as their metallic claws rip and tear flesh. In addition to this, the blood doll gains a grapple check against the creature as a free action.
Locked Grapple (Ex): A creature grappled by the blood doll finds it impossible to break free of the hold on their own. No matter the grappled creature’s strength, it takes at least two people to break a blood doll’s grapple to free them. In order to free a creature from the grapple, two characters must roll a strength check (DC 20) to break the iron-like hold. A blood doll can only grapple medium sized or smaller creatures.
Magic Immunity (Ex): Blood Dolls are immune to all spells, spell-like, and supernatural abilities except as follows: The blood doll takes normal damage from divine spells that are channeled into healing spells, as if it were undead and is healed by spells that use negative energy that are used against it. In addition, it loses all magical immunity when possessed by its master.
Remote Control (Su): The vampire master can control their blood doll from a remote location anywhere on the same plane of existence. This requires the master to enter a deep trance. When in control of the construct, the vampire master can use any ability they possess as long as the construct has the ability to use it (for instance, it cannot cast spells if it does not have the components on it). It can channel its own vampiric abilities through its construct as well with the exception of energy drain, since the construct does not contain the same negative energy connection it used to. Any anti-magic effects cause the vampire master to lose this control over its creation.
Construction: Relatively cheap for a golem, the blood doll requires the helpless body of a vampire or vampire spawn. Most of the time the creator is also a vampire since part of the reason of creating this construct is to harvest extra blood. However the internal parts and enhancements cost 20,000 GP. The magical enhancements which create the pumping effect to store the blood costs an additional 10,000 GP to add. The focus crystal and rubies that replace the brain and eyes of the vampire cost 5,000 GP.
CL 12th; Craft Construct, create greater undead, bull’s strength, cat’s grace, vampiric touch, geas/quest, limited wish, caster must be at least 12th level; Price 70,000 gp; Cost 35,000 gp + 1,400 XP.
Medium Construct
Hit Dice: 9d10 (50 hp)
Initiative: +8
Speed: 80 ft. (16 squares)
Armor Class: 21 (+8 dex, +4 natural), touch 18, flat footed 14
Base Attack/Grapple: +6/+11
Attack: Slam +11 melee (1d6+5)
Full Attack: 2 Slams +11 melee (1d6+5) and Bite +6 melee (2d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain, Rend, Locked Grapple
Special Qualities: Magic Immunity, Undead traits, Construct traits, Remote Control, Darkvision 120ft., DR 10/blessed, Spell-like Abilities
Saves: Fort +3, Ref +11, Will -2
Abilities: Str 26, Dex 27, Con –, Int –, Wis 1, Cha 1
Skills: --
Feats: --
Environment: Any urban
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: --
The blood doll is a special golem crafted from the actual body of a vampire servant that has been deemed unworthy by his or her sire or who has betrayed their master and has been caught before their plans have come to fruition. Regardless, the vampire is gutted and their insides removed to make room for the actual construct parts. The helpless vampire spawn’s fast healing is halted to prevent interruption of the transformation. The only organs remaining in the vampiric shell is the heart, the brain having been removed and replaced with a focus crystal to allow the master vampire to control their new toy from a great distance and to keep the construct from forming its own thoughts. The heart remains to keep the vampiric state of the body intact. Should it be removed or destroyed, the vampire’s body would vanish into dust. The result is a flesh golem with a more human appearance and the ability to siphon off great amounts of blood through specially hidden tubes installed in the hands and arms. Various metal attachments increase the golem’s strength and agility and fortify its normally flesh-weak form.
The blood doll is used by powerful vampire masters to retrieve blood from the populace and then return to allow the master to feed from a specially prepared tube which protrudes from the creation’s spine. This tube leads to a tank located within the abdomen of the golem where the blood is kept alive and warm as if it came from a fresh victim. The blood doll itself appears as a normal humanoid of the type of the creature race the original vampire was a member of. The only change is the removal of the eyes which are normally replaced with gems or other precious gems (usually rubies) which allows the vampire master to see out of its creation’s eyes as if they were their own.
Blood dolls cannot normally speak, though when possessed by its vampire master it has all the ability to speak that they possess.
Combat: Blood dolls attack with great speed and ferocity as if still a vampire and possess no fear of pain or death (since they’re not alive). They enter combat with powerful slams of their metal reinforced fists or attempt to grapple a solitary opponent in order to drain them of their blood.
Blood Drain (Ex): An opponent grappled by the blood doll automatically takes damage every round from the various tubes which enter their body at the moment of contact with the construct. The initial damage is 2d6 points of piercing damage with every round afterward dealing 1d6 points of temporary constitution damage as the various magical pumps located within the blood doll begin siphoning away their blood at a fast rate. A creature who reaches 0 constitution dies and is released by the blood doll in favor for living targets nearby.
Rend (Ex): If the blood doll makes two successful slam attacks against an opponent, they automatically deal an additional 4d6 points of damage as their metallic claws rip and tear flesh. In addition to this, the blood doll gains a grapple check against the creature as a free action.
Locked Grapple (Ex): A creature grappled by the blood doll finds it impossible to break free of the hold on their own. No matter the grappled creature’s strength, it takes at least two people to break a blood doll’s grapple to free them. In order to free a creature from the grapple, two characters must roll a strength check (DC 20) to break the iron-like hold. A blood doll can only grapple medium sized or smaller creatures.
Magic Immunity (Ex): Blood Dolls are immune to all spells, spell-like, and supernatural abilities except as follows: The blood doll takes normal damage from divine spells that are channeled into healing spells, as if it were undead and is healed by spells that use negative energy that are used against it. In addition, it loses all magical immunity when possessed by its master.
Remote Control (Su): The vampire master can control their blood doll from a remote location anywhere on the same plane of existence. This requires the master to enter a deep trance. When in control of the construct, the vampire master can use any ability they possess as long as the construct has the ability to use it (for instance, it cannot cast spells if it does not have the components on it). It can channel its own vampiric abilities through its construct as well with the exception of energy drain, since the construct does not contain the same negative energy connection it used to. Any anti-magic effects cause the vampire master to lose this control over its creation.
Construction: Relatively cheap for a golem, the blood doll requires the helpless body of a vampire or vampire spawn. Most of the time the creator is also a vampire since part of the reason of creating this construct is to harvest extra blood. However the internal parts and enhancements cost 20,000 GP. The magical enhancements which create the pumping effect to store the blood costs an additional 10,000 GP to add. The focus crystal and rubies that replace the brain and eyes of the vampire cost 5,000 GP.
CL 12th; Craft Construct, create greater undead, bull’s strength, cat’s grace, vampiric touch, geas/quest, limited wish, caster must be at least 12th level; Price 70,000 gp; Cost 35,000 gp + 1,400 XP.
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