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Send In The Clowns… (or, Converting the Oddballs)
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<blockquote data-quote="Shade" data-source="post: 3439219" data-attributes="member: 287"><p>Updating...</p><p></p><p>Large Construct</p><p>Hit Dice: 8d10+30 (54 hp)</p><p>Initiative: -1</p><p>Speed: 20 ft. (4 squares)</p><p>AC: 19 (–1 size, -1 Dex, +11 natural), touch 8, flat-footed 19</p><p>Base Attack/Grapple: +6/+18</p><p>Attack: Slam +13 melee (2d6+8)</p><p>Full Attack: 2 slams +13 melee (2d6+8)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Component plants</p><p>Special Qualities: Construct traits, damage reduction 10/adamantine or bludgeoning, darkvision 60 ft., immunity to magic, low-light vision, plant dependent</p><p>Saves: Fort +2, Ref +1, Will +2</p><p>Abilities: Str 26, Dex 9, Con —, Int —, Wis 11, Cha 1</p><p>Skills: -</p><p>Feats: -</p><p>Environment: Any</p><p>Organization: Solitary</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 9–16 HD (Large); 17–24 HD (Huge)</p><p>Level Adjustment: -</p><p></p><p>The above stat block assumes a bipedal chia golem. For a quadrupedal golem, make the following changes:</p><p></p><p>Attack: Slam +13 melee (2d6+12)*</p><p>Full Attack: Slam +13 melee (2d6+12)*</p><p>Space/Reach: 10 ft./5 ft.</p><p></p><p>*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.</p><p></p><p><strong>Component Plants (Ex):</strong> Chia golems may gain additional attacks or abilities depending upon the plants growing within it. A typical chia golem has 1d2 of the following abilities:</p><p></p><p><em>Tendrils (Ex):</em> The golem gains 1-4 tendrils which are treated as secondary natural weapons with 10 foot reach. These tendrils deal 1d6+4 points of damage and give the Chia golem a +2 circumstance bonus on grapple checks.</p><p></p><p><em>Thorns (Ex):</em> The chia golem is covered in thorns. Anyone in a grapple with the chia golem takes 1d6 points of piercing damage per round. In addition anyone attacking the chia golem with unarmed strikes or natural weapons take 1d6 points of piercing damage.</p><p></p><p><em>Venomous Blossoms (Ex):</em> There are many brightly colored flowers on the chia golem. As it strikes the flowers release venomous spores. Anyone struck by the chia golem must make a Fortitude save against the poison. The DC for the save is 14, and the poison deals XdX points of (Stat).</p><p></p><p>Particularly powerful chia golems may be created with assassin vines or similar powerful plants growing within.</p><p></p><p><strong>Immunity to Magic (Ex):</strong> 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.</p><p></p><p>Spells that deal cold or fire damage function normally against chia golems, and appear to wither the component plants.</p><p></p><p>Antiplant shell and hold plant affects chia golems as if they were plants. </p><p></p><p>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.</p><p></p><p>A blight spell affects the chia golem as if it were a plant, but deals only half damage (quarter damage on a successful save).</p><p></p><p>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.</p><p></p><p><strong>Plant Dependent (Ex): </strong> Although it is a construct, a chia golem is partially composed of living plant matter. As such, it is more vulnerable to environmental conditions and must constantly provide suitable living conditions for its component plants. </p><p></p><p>The golem's creator or controller must perform periodic maintenance on the chia golem. Its hollow interior is filled with soil which must be replenished once every 6 months. Once per month, compost must be added to the golem to fertilize the plants. Finally, the plants must be watered based on their normal schedules. If these are not done, the chia golem takes 1d6 points of damage each day until maintanance is done.</p><p></p><p>If the component plants are tender non-perennials, the chia golem must avoid temperatures below 40 degrees or is slowed. In areas of Extreme cold (below -40), the chia golem takes 1d6 points of damage every hour.</p><p></p><p><strong>Construction</strong></p><p>A chia golem’s body must be sculpted from at least 1,000 pounds of porous material (to allow for rooting and water seepage), such as limestone or clay. It is mixed with rare oils and powders worth X gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.</p><p></p><p>CL 11th; Craft Construct, animate objects, geas/quest, plant growth, caster must be at least 11th level; Price X gp; Cost X gp + X XP.</p><p></p><p>If the creator performs a 30 day long ritual that ends on the winter solstice, the creator does not need the animate objects spell prerequisite when creating a chia golem.</p></blockquote><p></p>
[QUOTE="Shade, post: 3439219, member: 287"] Updating... 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 dependent 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: 6 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. [B]Component Plants (Ex):[/B] Chia golems may gain additional attacks or abilities depending upon the plants growing within it. A typical chia golem has 1d2 of the following abilities: [I]Tendrils (Ex):[/I] The golem gains 1-4 tendrils which are treated as secondary natural weapons with 10 foot reach. These tendrils deal 1d6+4 points of damage and give the Chia golem a +2 circumstance bonus on grapple checks. [I]Thorns (Ex):[/I] The chia golem is covered in thorns. Anyone in a grapple with the chia golem takes 1d6 points of piercing damage per round. In addition anyone attacking the chia golem with unarmed strikes or natural weapons take 1d6 points of piercing damage. [I]Venomous Blossoms (Ex):[/I] There are many brightly colored flowers on the chia golem. As it strikes the flowers release venomous spores. Anyone struck by the chia golem must make a Fortitude save against the poison. The DC for the save is 14, and the poison deals XdX points of (Stat). Particularly powerful chia golems may be created with assassin vines or similar powerful plants growing within. [B]Immunity to Magic (Ex):[/B] 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. [B]Plant Dependent (Ex): [/B] Although it is a construct, a chia golem is partially composed of living plant matter. As such, it is more vulnerable to environmental conditions and must constantly provide suitable living conditions for its component plants. The golem's creator or controller must perform periodic maintenance on the chia golem. Its hollow interior is filled with soil which must be replenished once every 6 months. Once per month, compost must be added to the golem to fertilize the plants. Finally, the plants must be watered based on their normal schedules. If these are not done, the chia golem takes 1d6 points of damage each day until maintanance is done. If the component plants are tender non-perennials, the chia golem must avoid temperatures below 40 degrees or is slowed. In areas of Extreme cold (below -40), the chia golem takes 1d6 points of damage every hour. [B]Construction[/B] A chia golem’s body must be sculpted from at least 1,000 pounds of porous material (to allow for rooting and water seepage), such as limestone or clay. It is mixed with rare oils and powders worth X gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check. CL 11th; Craft Construct, animate objects, geas/quest, plant growth, caster must be at least 11th level; Price X gp; Cost X gp + X XP. If the creator performs a 30 day long ritual that ends on the winter solstice, the creator does not need the animate objects spell prerequisite when creating a chia golem. [/QUOTE]
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