Golemancy and You Instructions and Recipes to craft the perfect golem

Types of Crafting Item Crafting The artisan must supply the necessary raw materials as determined by the DM. The amount of time it takes to create an item is roughly translated to a value equal to half the price of the item, in silver. First the artisan rolls a craft check using the corresponding tool. Tool Arcanist's Supplies Alchemist's Supplies Brewer's Supplies Calligrapher's Supplies Carpenter's Tools Cartographer's Tools Cobbler's Tools Cook's Utensils Forgery Kit Fletcher's Tools Glassblower's Tools Tool Herbalism Kit Jeweler's Tools Leatherworker's Tools Mason's Tools Painter's Supplies Poisoner's Kit Potter's Tools Smith's Tools Tinker's Tools Woodcarver's Tools If their roll beats the crafting DC (see Table: Craft Skills and DCs ). They have succeeded their craft roll. A person can craft at most for 8 hours per day. On a succesfull craft roll, they then subtract the following amount of silver from the crafted item. If you do not have proficiency with the tool you instead subtract 10. (Roll - DC) + 25 + proficiency dice*10 In adition the artisan may get an aditional +10 for any spells that can be used during the crafting process (Pending DM Aproval) Table: Proficiency Dice Level Dice 1 1d4 5 1d6 9 1d8 13 1d10 17 1d12 20 1d20 The proficiency die is doubled by any ability, spell or feature that doubles the player's proficiency bonus, including expertise Magic Item Crafting The rules for crafting magical items are nearly identical with the following differences: The lead artisan must be a spellcaster and must be able to cast any magic effects created by

The amount of time it takes to create an item is roughly translated to a value equal to half the price of the item, in gold.

The formula used after a succesfull craft roll is: (Roll - DC) + 100 + proficiency dice*100 If you do not have proficiency with the tool you instead subtract 10.

In adition the artisan may get an aditional +25 for any spells that can be used during the crafting process (Pending DM Aproval)

Creating a magic item requires 8 hours of work for every crafting roll. This process can be accelerated to 4 hours of work by increasing the crafting DC by 5

If the artisan is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks.

The starting DC is equal to 15 + the spell level of any spell effects placed on the item. Construct Crafting The rules for construct crafting are an expansion of the Magic Item Crafting rules, and work as follows: The starting DC is equal to 10 + the CR of the construct.

The DC is increased by 5 for each of the following that the artisan is missing: Spell Tool Proficiency Skill Proficiency

The formula used after a succesfull craft roll is: (Roll - DC) + 200 + proficiency dice*100

If you do not have proficiency with the tool you instead subtract 10.

In adition the artisan may get an aditional +50 for any spells that can be used during the crafting process (Pending DM Aproval)

If the artisan does not have the necessary golem manual, but has any other kind of golem manual, he rolls his craft checks with disadvantage.

Tricks and Tips of the Trade Cooperative Crafting Multiple artisans can craft a single Magic Item or Construct together. The rules for which are as follows: They all roll craft checks as usual, however while the lead artisan must use the proper tools, assistant may use Tinker's Tools, Arcanist's Supplies or any tool that's mentioned as part of the crafting requirements. An artisan with expertise in the tool of their trade, and the tools necessary to craft them, may craft Masterwork versions of their tools. Masterwork tools are priced at 20 times the price of their regular counterparts and must be crafted using the following formula: (Roll - DC) + 5 They double the proficiency dice (this stacks with expertise) when crafting items, and decrease the DC by 5. Tool Proficiency An artisan may gain proficiency or expertise with a tool by continually crafting items. Each tool has an XP pool.

Tools gain XP equal to difference between the Roll and DC + the results of the proficiency dice.

When an untrained tool reaches 250 xp, the artisan gains proficiency with that tool.

When it reaches 1000, the artisan gains proficiency with that tool.

For every 1000 xp after they gain expertise, the artisan may choose a Crafting Feat. Location Bonus If you craft with your tools in the proper location: You reduce the DC by 5

You can add 20 sp to your mundane item crafting forumla.

You can add 50 gp to your magic item crafting forumla.

You can add 100 gp to your golem crafting forumla. (see Table: Craft Skills and DCs) Golem Crafting Manual Under this new system Golem Crafting Manuals function differently: They contain all the prerequisite spells for the base golem of the type they craft. However they only contain 1 casting of those spells, and those spells may only be used during Golem Crafting. The Manual remains after the spells are used.

Rather than containing the recipe for one type of golem, they contain the recipes for an entire category of golems.

Tables These are some example DC's, if the type of item you're trying to craft isn't on this list, the DM can determine the DC for you: Table: Craft Skills and DCs Item Tool DC Acid Alchemist's Supplies 15 Alchemist’s fire, smokestick, or tindertwig Alchemist's Supplies 20 Armor or shield Smith's Tools AC Longbow, shortbow, or arrows Fletcher's/Smith's Tools 12 Composite longbow or composite shortbow Fletcher's/Smith's Tools 15 Crossbow, or bolts Flethcher's Tools 15 Simple melee or thrown weapon Smith's Tools 12 Martial melee or thrown weapon Smith's Tools 15 Exotic melee or thrown weapon Smith's Tools 18 Mechanical Trap Tinker's Tools Varies Very simple item (wooden spoon) Varies 5 Typical item (iron pot) Varies 10 High-quality item (bell) Varies 15 Complex or superior item (lock) Varies 20 Table: Crafting Locations Tool Location Arcanist's Supplies Lab or Library or Study Alchemist's Supplies Lab Brewer's Supplies Lab or Brewery Calligrapher's Supplies Library or Study Carpenter's Tools Workshop Cartographer's Tools Library or Study Cobbler's Tools Workshop Cook's Utensils Kitchen Forgery Kit Library or Study Fletcher's Tools Workshop or Forge Glassblower's Tools Workshop or Forge Tool Location Herbalism Kit Lab Jeweler's Tools Workshop or Study Leatherworker's Tools Workshop Mason's Tools Workshop Painter's Supplies Library or Study Poisoner's Kit Lab or Study Potter's Tools Workshop Smith's Tools Forge Tinker's Tools Chaotic Lab or Unorganized Study Woodcarver's Tools Workshop Table: Construct Types d44 Construct 1 Flesh 2 Metal 3 Clay 4 Stone 5 Coin 6 Chain 7 Key 8 Book 9 Rope 10 Mask 11 Bone d44 Construct 12 Blood 13 Plush 14 Sand 15 Glass 16 Stained Glass 17 Dirt 18 Mud 19 Ink 20 Alchemical 21 Web 22 Brain d44 Construct 23 Ice 24 Coral 25 Clockwork 26 Crystal 27 Oooze 28 Pumpkin 29 Wax 30 Wood 31 Card 32 Cloth 33 Salt d20 Construct 34 Snow 35 Rubber 36 Paper 37 Mirror 38 Magma 39 Weird 40 Gingerbread 41 House 42 Fang 43 Town 44 Amber

Crafting Feats Craftsman You gain a +2 bonus to all Craft checks. Master Craftsman Prerequisite: Profiency with any crafting tool.

Choose one Tool with which you have proficiency. You receive a +5 bonus on any craft checks you make using it. You may craft magic items without the need to be a spellcaster. Master Alchemist Prerequisite: Profiency with Alchemist's Supplies and Poisoner's Kit.

You receive a +5 bonus on craft checks made with Alchemist's Supplies and Poisoner's Kit, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.

In addition, whenever you craft alchemical items or poisons, use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost). Divine Craftsman Prerequisite: Patron deity is Hephaestus, or a god of inventors or artifice or the forge.

Your hands and mind are guided by The Great Inventor whenever you craft something. You receive a +5 bonus to craft checks. Swift Crafting Prerequisite: Expertise with any Tool

It takes you half as long to make non-magical items, and you treat magic items as being 20% cheaper for the purpose of determining how long it will take to create. Eldritch Smith (Dwarf or Warlock) Prerequisite: Dwarf Race or Warlock Class or Dwarven Background

Whenever you craft a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears. Fast Item Creation Prerequisite: Craftsman, Expertise with Arcanist Tools.

You add 10 sp to your mundane item crafting forumla. You add 50 gp to your magic item crafting forumla. You add 100 gp to your golem crafting forumla. Special: This feat can be taken multiple times and stacks with itself. Craft Anywhere Prerequisite: Any crafting feat.

You can put in a full 8 hours/day of magic item crafting while adventuring as if you were working in a comfortable and distraction free environment. Frugal Crafting Prerequisite: Any crafting feat or proficiency with any tool.

You have mastered the art of crafting on the cheap. The cost of creating magic items is reduced to 1/3 its base cost in raw materials. The cost of crafting non-magic items is reduced to 1/4 its base cost in raw materials. Create Reliquary Arms and Shields Prerequisites: Expertise with any tool that may be used to craft a weapon or a shield, ability to cast Hallow.

When you craft a magic weapon, magic armor, or magic shield, you may add one casting of Hallow as part of the item crafting process. This increases the item’s price by 250 gp. The item becomes a reliquary and can be used as a holy symbol divine focus of your deity. If you cast Hallow, your reliquary counts as a permanent fixture for that spell while it remains in the spell’s area. Create Sanguine Elixir Prerequisites: Cha 15, Alchemist Supplies Expertise, Sorcerer Level 3

Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers (Sorcerer Bloodline Subclass Features). You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 2 hours, and requires special oils and distillates worth 250 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. When a creature drinks a sanguine elixir, it can activate the bloodline power anytime before the end of its next turn, as if it had access to that bloodline power. A creature that drinks the elixir cannot gain the benefit if its character level does not equal or exceed the minimum level of the bloodline power. Any level-dependent effects use the character level of the creature that drinks the sanguine elixir, or your sorcerer level, whichever is lower. Drinking a sanguine elixir is just like drinking a potion. A sanguine elixir is treated as a magic item. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created.

Field Repair You can repair your broken weapon or armor to serviceability even without the benefits of artisan tools.

Prerequisite: Craft 4 ranks.

If you are trained in a Craft tool appropriate to a broken item, you can repair that item with no raw material cost and no penalty on your Craft check for using improvised tools. If you spend a day, the item regains 1 hit point plus one-quarter of its original hit points. Alternatively, if the item gained the broken condition because it is a firearm that has misfired or a siege engine that suffered a mishap, or has the broken condition because it has the fragile weapon quality (or some similar quality), you can make a Craft check with the DC it takes to craft that item. If the check succeeds, the item loses the broken condition. Dragoncrafting TODO - https://www.d20pfsrd.com/feats/general-feats/dragoncrafting/

Spells Awaken Construct 7th-level transmutation Casting Time: 24 hours

24 hours Range: Touch

Touch Components: V, S, M (herbs and oils worth 2,000 gp per CR of target)

V, S, M (herbs and oils worth 2,000 gp per CR of target) Duration: Instantaneous

Instantaneous Class: Wizard, Cleric, Warlock, Bard, Druid You amplify the animating force of a construct to more closely resemble a true soul, granting the construct humanlike sentience. To do so, you must succeed at a Arcana check (DC = 15 + the construct’s CR + the construct’s Constitution Bonus ). If the construct’s master (if any) is present, this is an opposed Spellcraft check. You have no special empathy or connection with a creature you awaken—it is a free-willed creature. Golems previously under another creature’s control, either as shield guardians or a golem crafter’s creations, break all connections with that creature. Roll 3d6 to determine the Intelligence score of the awakened construct, and increase its Charisma score by 2d6. An awakened construct speaks one language that its creator spoke, plus one additional language that its creator knew per point of the construct’s Intelligence bonus (if any). Its alignment is determined by the GM, but is usually within one step of its creator’s alignment. This spell doesn’t function on a construct with an Intelligence score above 3.

Optional Features Eldritch Invocations Hexsmith Prerequisite: Pact of the Blade You can use any weapon you summon with your Pact of the Blade feature as a crafting tool. Finally, the weapon you conjure can be any tool you have proficiency with.And is treated as a masterwork tool. Elemental Discipline Forge Flame Discipline Prerequisite: Smith's Tools Proficiency You can spend 5 ki points to gain a +5 bonus to any crafting check made using Smith's Tools.

Recipes Universal Modifications Bioconstruct Modification Crafting Requirements. Regenerate Inorganic Construct

CR Increase +1 Challenge Rating

Price Increase +40,000 GP



Merging the arts of transmutation and necromancy, powerful spellcasters work living organs into a golem, imbuing it with properties normally associated with beings that are alive. These organs are placed in canopic jars of specially prepared arcane fluids that are then sealed into the golem’s body, though not necessarily in anatomically correct locations. Specific organs produce specific effects. Each organ is counted as a separate upgrade, and the costs of multiple bioconstruct organs are cumulative. Bioconstruct upgrades only work with inorganic golems, and cannot be placed into animated objects. All bioconstruct upgrades have the same weakness they are susceptible to critical hits. An attacker that performs a critical hit against a golem with a bioconstruct upgrade deals damage to the construct and also destroys one upgrade. The damaged upgrade ceases to function and the construct loses abilities associated with the upgrade. If a construct has more than one bioconstruct upgrade, only one is damaged. The GM randomly determines the damaged organ. Heart: This upgrade permits a golem to receive half the benefits of magical healing and provides a hit point bonus as if the golem had a Constitution score of 12, but the construct does not gain a increase to its Constitution score in this process. Necrotic spells cast upon the golem can affect the heart, causing it to cease functioning for the duration of the effect (or 1 round for instantaneous effects). If the spell has a save, the heart uses the golem’s saving throws. Brain: This upgrade doesn’t permit the golem to think independently, but instead, the brain works as a storage device, permitting the golem to acquire a single feat. Enchantment spells or spells with mind-affecting effects that are cast upon the golem can affect the brain, causing the brain to cease functioning for the duration of the spell. While the brain is suppressed in this fashion, the construct temporarily loses access to its feats. If the spell has a save, the brain uses the golem’s saving throws. Construct Armor Crafting Requirements. Animate Object

CR Increase +1 Challenge Rating

Price Increase +60,000 GP



This modification allows the construct to be worn like armor by its creator. So long as the creator wears it, the construct performs no independent actions, remaining under the control of the creator, and any attacks directed at the wearer first damage the construct. When a construct is destroyed while serving as armor, the wearer loses all the benefits, but regains all the hindrances until the armor is removed, which takes the same amount of time that removing breastplate armor does. If the construct is still active, the creator can order the removal of the armor with a swift action, at which point the construct leaves the creator’s space and enters a space adjacent to the creator. Donning construct armor takes a full-round action if the construct is still active. The creator cannot don a construct with this modification if the construct has been destroyed. The construct’s wearer retains his base attacks and saves. Construct armor counts as breastplate armor for purposes of determining AC, weight, Dexterity modifiers to AC, and chance of arcane spell failure.

Crafter's Eyes Crafting Requirements. Scrying

Price Increase +16,000 GP



The crafter gives their construct crystalline eyes that permit their to use a scrying or greater scrying spell to see from the perspective of their creation. This modification requires the crafter also to prepare a special crystalline orb magically bonded to the eyes, which serves as their focus for the scrying or greater scrying spell. The cost of creating that focus is included in the cost of modifying the construct. Unlike normal scrying or greater scrying, there is no chance of failure for viewing creatures though the sensor; the creator simply sees what the construct sees for the duration of the spell. Spells cast through the sensor still have the normal chance of operating through the construct’s eyes. Construct Limb Crafting Requirements. Animate Object Small or Tiny construct

Price Increase +40,000 GP



This modification can be performed on a Small or Tiny construct, such as an iron cobra or a homunculus. The creator modifies the construct such that she can slip it over her arm and control its actions as part of her own. The construct limb retains any melee attacks that the construct has, and the creator can use special attacks as if she were the construct (using the construct’s attack statistics and effects), but treat the creator as the creature making attacks for the purpose of determining attacks of opportunity and other actions that could be triggered by an attack made by the creator. The limb also provides the wearer with limited protection in combat, roughly equivalent to that of a heavy steel shield. The wearer is considered proficient in this shield. The wearer retains the remainder of her abilities. A construct limb counts as a heavy steel shield for purposes of determining AC, weight, Dexterity modifiers to AC, and chance of arcane spell failure..

Rune-Carved

This subcategory of complex modification allows a construct’s creator to carve a runic spell trigger into her creation. Choose one of the following runes. The cost of the rune and any prerequisites are detailed in the rune’s description. Once per day, the first time the rune is triggered, its effect occurs. As an immediate action, the creator can attempt to delay the effect until the next time it is triggered. Doing so requires that the construct be within line of sight of the creator (or for the creator to be using scrying or greater scrying through the crafter’s eyes construct modification) and that the caster make an Arcana check equal to 10 + the spell level of the rune’s effect. A construct can have more than one rune-carved modification, and even multiple runes of the same type. If it has multiple applications of the same rune, the first one goes off when it is first triggered, the second one goes off when the trigger happens next, and so on. Multiple runes of different types go off when first triggered, even if the different runes share similar triggers. It is rumored that there are many more runes than these, but the following are some of the best known and most common runes used by construct crafters. Rune of Agony Crafting Requirements. Symbol - Pain Artificer's Supplies Proficiency Calligrapher's Supplies Proficiency

Price Increase +30,000 GP



This modification is triggered the first time the modified construct takes damage. The effect of the Pain Symbol is triggered. Rune of Lightning Crafting Requirements. Shocking Grasp Artificer's Supplies Proficiency Calligrapher's Supplies Proficiency

Price Increase +4,000 GP



This rune is triggered when the modified construct is hit by a melee attack. The rune releases a 5-foot-radius burst of electricity dealing 3d8 points of electrical damage to all creatures within the burst. A successful DC 12 Dexterity saving throw halves the damage.















Rune of Shielding Crafting Requirements. Shield Artificer's Supplies Proficiency Calligrapher's Supplies Proficiency

Price Increase +2,500 GP



This rune is triggered the first time the modified construct is attacked with a melee attack, ranged attack, or magic missile. The construct gains a +4 bonus to its Armor Class for 3 minutes. Rune of Terror Crafting Requirements. Fear Artificer's Supplies Proficiency Calligrapher's Supplies Proficiency

Price Increase +2,500 GP



This rune is triggered the first time a creature moves adjacent to the modified construct. The rune creates 30-foot cone of necromantic energy. Creatures in the areamust succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the 1d4 rounds or 1 round if the save was succesfull. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Shatter Stash Crafting Requirements. Shatter



For this subcategory of complex modification, parts of the golem are made with hollowed sections carved from deliberately weaker materials, designed to shatter when struck by attackers. A critical deals critical damage to the construct and shatters the hollowed section, releasing whatever substance the creator placed inside. Once the shatter stash is damaged, this modification is destroyed (it cannot be repaired). A construct can only have one shatter stash at a time. After the modification is destroyed, the construct can be modified with shatter stash again at the normal cost. The following are some of the more common shatter stashes, though others exist. Corrosive Jet Stash Crafting Requirements. Fireball

Price Increase +2,500 GP



A 15-foot burst of corrosive liquid sprays out of the modified construct’s stash. Creatures within the burst must succeed on a DC 15 Constitution saving throw or take 2d6 points of acid damage and be nauseated for 1d4 rounds. On a successful save, the afflicted creature takes no damage but is sickened for 1 round. Firebomb Stash Crafting Requirements. Fireball

Price Increase +2,500 GP



A 15-foot burst of fire explodes out of the modified construct’s stash. Creatures within the burst must succeed on a DC 12 Dexterity saving throw or take 2d6 points of fire damage. A successful save halves the damage.



























Frost Mist Stash Crafting Requirements. Cone of Cold

Price Increase +2,000 GP



A 15-foot burst of frosty mist erupts out of the modified construct’s stash. Any creatures within the burst must succeed on a DC 14 Dexterity saving throw or else take 1d6 points of damage and become entangled for 1 round. A successful save halves the damage and the target does not become entangled. Lightning Lash Stash Crafting Requirements. Lightning Bolt

Price Increase +2,500 GP



A 30-foot burst of electricity cracks out of the modified construct’s stash. Those within the burst must succeed on a DC 15 Reflex saving throw or take 3d8 points of electrical damage. A successful save halves the damage. Willsap Gas Stash Crafting Requirements. Stinking Cloud

Price Increase +4,000 GP



A 15-foot burst of toxic gas hisses out of this stash. Living creatures within this burst must succeed on a DC 13 Constitution saving throw or become confused for 1 round. This is a poison effect.

Flesh Golem Medium construct, neutral Armor Class 9

9 Hit Points 93(11d8 + 44)

93(11d8 + 44) Speed 30ft. STR DEX CON INT WIS CHA 19 (+4) 9 (+0) 18 (+4) 3 (-4) 10 (0) 5 (-3) Challenge 5 (1,800 XP) Crafting Requirements Manual of Flesh Golem

Animate Dead/Create Undead

Leatherworker's Supplies Proficiency/DC 13 Medicine Check Price: 40,000 gp Flesh Golem Modifications Electrified Flesh Golem Crafting Requirements. Call Lightning/Chain Lightning /Lightning Bolt

CR Increase +1 Challenge Rating

Price Increase +500 GP

Through unknown processes, some flesh golems retain some of the electrical power used in their creation, while others are fashioned with implanted electro-thaumaturgical dynamos and capacitors that generate and store electrical energy. Electrified golems are able to channel this electricity into their attacks, as well as absorb electrical attacks to increase their speed. The golem has the supernatural ability to generate a blast of electricity that strikes one creature within 60 feet. The golem must make a ranged touch attack; if it hits, the bolt deals 4d6 points of Lightning damage. The golem can use this ability once every 1d6 rounds. It cannot use this attack on itself. Thunder and Lightning Attacks against the golem heal it just like a normal flesh golem and also haste it (as the spell) for 1 round per die of damage the attack normally deals. Unholy Flesh Golem Crafting Requirements Bestow Curse/Blight/Circle of Death/Finger of Death/Negative Energy Flood/Shadow of Moil/Toll the Dead/Vampiric Touch

Price Increase +2,000 GP

Evil golem creators sometimes infuse their creations with negative energy. Positive channeled energy harms them and negative channeled energy heals them as if they were undead, although they are unaffected by special abilities that use channel energy (such as Command Undead or Turn Undead) Any living creature hit by an unholy flesh golem’s melee attacks also takes 1d4 point of Necrotic damage. An unholy flesh golem has an evil aura. Creating an unholy flesh golem is an evil act.

Iron Golem Large construct, neutral Armor Class 20 (natural armor)

20 (natural armor) Hit Points 210 (20d10 + 100)

210 (20d10 + 100) Speed 30ft. STR DEX CON INT WIS CHA 24 (+7) 9 (+0) 20 (+5) 3 (-4) 11 (0) 1 (-5) Challenge 16 (15,000 XP) An iron golem’s body is sculpted from 5,000 pounds of iron, smelted with rare tinctures costing at least 10,000 gp. Crafting Requirements Manual of Metal Golem

Geas

Animate Object

Smith's Tools Proficiency Price: 100,000 gp

Stone Golem Large construct, neutral Armor Class 17 (natural armor)

17 (natural armor) Hit Points 178 (17d10 + 85)

178 (17d10 + 85) Speed 30ft. STR DEX CON INT WIS CHA 22 (+6) 9 (+0) 20 (+5) 3 (-4) 11 (0) 1 (-5) Challenge 10 (5,900 XP) A stone golem’s body is chiseled from a single exceptional quality block of hard stone, such as granite, weighing at least 3,000 pound sand worth 5,000 gp. Crafting Requirements Manual of Stone Golem

Symbol - Stunning

Geas

Antimagic Field

Animate Object

Mason's Tools Proficiency Price: 80,000 gp

Clay Golem Large construct, neutral Armor Class 14 (natural armor)

14 (natural armor) Hit Points 133 (14d10 + 56)

133 (14d10 + 56) Speed 20ft. STR DEX CON INT WIS CHA 20 (+5) 9 (+0) 18 (+4) 3 (-4) 8 (-1) 1 (-5) Challenge 9 (5,000 XP) A clay golem’s body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Crafting Requirements Manual of Clay Golem

Animate Objects

Bless

Commune

Resurrection

Mason's Tools Proficiency Price: 25,000 gp Clay Golem Modifications Armored Clay Golem Crafting Requirements. Smith's Tools

CR Increase +1 Challenge Rating

Price Increase +5000 GP Some clay golems are constructed with heavy armor attached.

Armored Clay Golem CR Increase +1 Challenge Rating

Price Increase +500 GP

Panthereons are cat-headed clay golems which were once built to act as mighty guardians. Add bite attack +8 (2d6+5). Panthereons gain a +4 initiative bonus.

Clockwork Dragon Large construct, neutral Armor Class 18 (natural armor)

18 (natural armor) Hit Points 184 (16d12 + 80)

184 (16d12 + 80) Speed 40ft, fly 80ft STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 20 (+5) 9 (-1) 11 (+0) 5 (-3) Challenge 14 (11,500 XP) The clockwork dragon is a masterpiece of clockwork construction and is exceptionally difficult to create. The creator must begin with crafted clockwork pieces worth 25,000 gp. https://www.reddit.com/r/dndnext/comments/3lga7s/ Crafting Requirements Manual of Clockwork

Animate Objects

Geas

Tinker's Tools Proficiency

Jeweler's Tools Price: 250,000 gp

Clockwork Dragon Modifications Acid Breath Equipped with an internal fountain of caustic liquid, this type of clockwork dragon replaces its Fire tar Breath with a 60-foot line of acid. Targeted creatures take 10d6 points of acid damage (Dex Save DC 18 half ). Crafting Requirements. Alchemist's Supplies

Price Increase +2000 GP

Mithral This variant has a strength of 20, a dexterity of 16 and an AC of 15., which are replaced by greater flight capability thanks to its spell-infused mithral parts. Its land and swim speeds increase to 70 feet, and its fly speed increases to 200 feet with good maneuverability. In addition, once per day, it can gain the benefits of the haste spell for 1d4 rounds. Crafting Requirements. Smith's Tools

Price Increase +2000 GP

Rust Breath Equipped with an internal fountain of alchemical solvent, this type of clockwork dragon replaces its Knockout Gas breath a fine mist of an alchemical solvent that instantly rusts exposed metals. This so-called “rust breath” issues forth in a 60-foot line. Creatures can attempt a DC 18 Dex save to avoid the effect for attended items; however, they need to make a separate attempt for each exposed item. Each alchemical dragon can hold enough of the alchemical solvent to make up to three breath weapon attacks before the solvent must be refilled manually, which takes 10 minutes. These clockwork dragons are made of ironwood, adamantine, and other resistant materials immune to rusting of any form. Crafting Requirements. Alchemist's Supplies

Price Increase +2000 GP

Destroyer These clockwork dragons are used as highly mobile and powerful siege engines. While the destroyer clockwork dragon lacks a breath weapon, as a full-round action taken while on solid ground, it can move its gears to pull its wings apart and to rise up as a heavy bombard. The body of the clockwork is used as the platform for the bombard, and the internal workings of the clockwork can load the bombard without a crew, though it still takes five full-round actions on the part of the clockwork to load the bombard. The clockwork dragon can also take the actions necessary to aim the bombard. A clockwork dragon carries enough ammunition to fire the bombard 10 times. Crafting Requirements. Smith's Tools

Price Increase +2000 GP

Infiltrator These clockwork dragons are more subtle and nimble than those of other clockwork dragons. An infiltrator clockwork dragon can rearrange its movable parts into very serpentine and compact shapes, allowing it to move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. Furthermore, its parts are coated with a black, noise-dampening resin, granting it a +8 racial bonus on Stealth checks. Finally, it’s infused with magic allowing it, as an action, to become invisible as the greater invisibility spell three times per day. Crafting Requirements. Smith's Tools

Price Increase +2000 GP



Iron Cobra Medium construct, unaligned Armor Class 13

13 Hit Points 45 (7d8 + 14)

45 (7d8 + 14) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 3 (-4) 10 (0) 1 (-5) Challenge 4 (1,100 XP) An iron cobra’s body is built from 100 pounds of magically treated materials (typically iron). Crafting Requirements Manual of Metal Golem

Geas

Animate Object

Locate Object

Smith's Tools Proficiency Price:

4,000 gp (iron);

20,000 gp (adamantine),

8,000 gp (cold iron),

5,000 (darkwood),

10,000 gp (mithral)