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Large Construct
Hit Dice: 8d10+30 (54 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
AC: 19 (–1 size, -1 Dex, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: +6/+18
Attack: Slam +13 melee (2d6+8)
Full Attack: 2 slams +13 melee (2d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Component plants
Special Qualities: Construct traits, damage reduction 10/adamantine or bludgeoning, darkvision 60 ft., immunity to magic, low-light vision, plant-reliant
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 26, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: X
Treasure: None
Alignment: Always neutral
Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: -
The above stat block assumes a bipedal chia golem. For a quadrupedal golem, make the following changes:
Attack: Slam +13 melee (2d6+12)*
Full Attack: Slam +13 melee (2d6+12)*
Space/Reach: 10 ft./5 ft.
*The DM may wish to substitute different natural weapons based on the golem's form, such as 2 claw attacks for a tiger-shaped chia golem.
Immunity to Magic (Ex): A chia golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Spells that deal cold or fire damage function normally against chia golems, and appear to wither the component plants.
Antiplant shell and hold plant affects chia golems as if they were plants.
A transmute rock to mud spell destroys a chia golem unless it succeeds on a saving throw. The component plants may survive (and possibly even thrive) in the resulting mud as long as conditions are right.
A blight spell affects the chia golem as if it were a plant, but deals only half damage (quarter damage on a successful save).
A diminish plants spell deals 3d8 points of damage to a chia golem, while a plant growth spell heals it of 3d8 points of damage.