This is not done; the template is messed up five ways from Sunday.
Examples of four half-golems, each using a 1st-level half-orc fighter who has failed a Will save (see The Danger) as the character, are provided here. Because of this failed save, their alignments are all neutral evil and their type becomes construct.
A half-golem looks like a bizarre and horrifying melding of a golem and the character it once was. The materials of its golem limbs twine and crawl across its flesh, like ivy growing across a building or tree. In many cases, a half-golem’s flesh is horribly scarred and has the pale gray color of death. Half-golems speak whatever languages they spoke before their transformations, but their voices are harsh and strangled.
The statistics block below contains details for more than one shape, size, or type of half-golem. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Flesh Half-Golem ⬇️ Medium Construct |
Clay Half-Golem ⬇️ Medium Construct |
Stone Half-Golem ⬇️ Medium Construct |
Iron Half-Golem ⬇️ Medium Construct |
|
|---|---|---|---|---|
| Hit Dice: | 1d10+20 (25 hp) | 1d10+20 (25 hp) | 1d10+20 (25 hp) | 1d10+20 (25 hp) |
| Initiative: | +0 | +0 | +0 | +0 |
| Speed: | 30 ft. (6 squares) (can’t run) | 30 ft. (6 squares) (can’t run) | 30 ft. (6 squares) (can’t run) | 30 ft. (6 squares) (can’t run) |
| Armor Class: | 19 (+5 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 19 | 21 (+7 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 21 | 23 (+9 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 23 | 25 (+11 natural, +3 masterwork studded leather armor, +1 masterwork small steel shield), touch 10, flat-footed 25 |
| Base Attack/Grapple: | ||||
| Attack: | Battleaxe +7 melee (1d8+5/×3) | Battleaxe +8 melee (1d8+6/×3) | Battleaxe +9 melee (1d8+7/×3) | Battleaxe +10 melee (1d8+8/×3) |
| Full Attack: | Battleaxe +7 melee (1d8+5/×3) | Battleaxe +8 melee (1d8+6/×3) | Battleaxe +9 melee (1d8+7/×3) | Battleaxe +10 melee (1d8+8/×3) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Berserk, cursed wound | |||
| Special Qualities: | ||||
| Saves: | Fort +4, Ref +0, Will +0 | Fort +4, Ref +0, Will +0 | Fort +4, Ref +0, Will +0 | Fort +4, Ref +0, Will +0 |
| Abilities: | Str 21, Dex 10, Con —, Int 1, Wis 11, Cha 1 | Str 23, Dex 10, Con —, Int 1, Wis 11, Cha 1 | Str 25, Dex 10, Con —, Int 1, Wis 11, Cha 1 | Str 27, Dex 10, Con —, Int 1, Wis 11, Cha 1 |
| Skills: | Climb +7, Jump +7 | Climb +8, Jump +8 | Climb +9, Jump +9 | Climb +10, Jump +10 |
| Feats: | Power Attack, Weapon Focus (battleaxe) | Power Attack, Weapon Focus (battleaxe) | Power Attack, Weapon Focus (battleaxe) | Power Attack, Weapon Focus (battleaxe) |
| Environment: | Any land and underground | Any land and underground | Any land and underground | Any land and underground |
| Organization: | Solitary, pair, or squad (5–20) | Solitary, pair, or squad (5–20) | Solitary, pair, or squad (5–20) | Solitary, pair, or squad (5–20) |
| Challenge Rating: | 4 | 4 | 4 | 4 |
| Treasure: | Standard (including masterwork studded leather armor and masterwork small steel shield) | Standard (including masterwork studded leather armor and masterwork small steel shield) | Standard (including masterwork studded leather armor and masterwork small steel shield) | Standard (including masterwork studded leather armor and masterwork small steel shield) |
| Alignment: | Always neutral evil | Always neutral evil | Always neutral evil | Always neutral evil |
| Advancement: | By character class (fighter) | By character class (fighter) | By character class (fighter) | By character class (fighter) |
| Level Adjustment: | — | — | — | — |
Flesh Half-Golem • Clay Half-Golem • Stone Half-Golem • Iron Half-Golem
A flesh half-golem is a tortured soul whose replacement limbs were stolen from the dead. Flesh golems’ replacement limbs are rudely stitched to their bodies and may have different skin color or texture from the rest of the character’s skin.
Berserk (Ex): A flesh half-golem that takes damage in combat flies into a berserk rage the following round, attacking wildly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. A flesh halfgolem cannot end its berserk state voluntarily. If the flesh half-golem is a barbarian, the bonuses and the penalty are cumulative with the barbarian rage class feature.
The pieces of a flesh golem must come from corpses of the same size and type as the recipient (for instance, a Mediumsize humanoid character can not use Small animal limbs). The limbs must not have decayed significantly. “Construction” of the limb requires a successful Craft (leatherworking) or Heal check (DC 20). The rituals cost 10,000 gp and 200 XP and require bull’s strength and geas/quest. Attaching the limb requires the ability to cast 6th-level arcane spells.
A clay half-golem has a grotesquely distorted musculature, such as an overlarge chest, arms attached by thick knots of muscle at the shoulder, stubby fingers, or arms that hang almost to the ground. Its features often appear partially melted. Typically it drips bits of clay, and its slimy replacement “flesh” coats its weapons.
Berserk (Ex): A clay half-golem that takes damage in combat flies into a berserk rage the following round, attacking wildly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. A clay half-golem cannot end its berserk state voluntarily. If the clay half-golem is a barbarian, the bonuses and the penalty are cumulative with the barbarian rage class feature.
Cursed Wound (Ex): The damage a clay half-golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) to heal damage caused by a clay half-golem must succeed on a DC 20 caster level check, or the spell has no effect on the injured character. This DC is Strength-based with a +4 racial bonus.
Haste (Su): After it has engaged in at least 1 round of combat, a clay half-golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Slashing and Piercing (Ex): Slashing and piercing weapons, whether normal or magical, deal no damage to a clay half-golem.
A clay limb must be sculpted from a single block of clay weighing at least 100 pounds. The sculpting requires a successful Craft (sculpting) or Profession (mason) check (DC 20). The rituals cost 12,000 gp and 240 XP and require animate objects and geas/quest. Attaching the limb requires the ability to cast 6th-level divine spells.
A stone half-golem drags thick limbs of roughly chiseled stone, stylized to suit its creator. For example, one might appear armored, have a particular symbol carved on it, or have designs worked into it. The limbs may be of different types of stone.
Slow (Su): A stone golem can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.
A stone limb must be chiseled from a single block of stone weighing at least 300 pounds. The carving requires a successful Craft (stoneworking) check (DC 20). The rituals cost 16,000 gp and 320 XP and require geas/quest and stone to flesh. Attaching the limb requires the ability to cast 6th-level arcane spells.
The limbs of an iron half-golem appear bolted or riveted to the flesh. Irregular and haphazard iron plates join flesh and metal limbs. The limbs can be fashioned in any manner, just like those of a stone half-golem, although they usually appear armored. They are much smoother than those of a stone half-golem.
Breath Weapon (Su): As a free action, an iron half-golem can emit a cloud of poisonous gas from its limbs in a 10-foot cone directly in front of it. The cloud lasts 1 round, and the limbs can emit another cloud every 1d4+1 rounds. The initial damage is 1d4 points of Constitution damage, and the secondary damage is death. A Fortitude save (DC 10 + ½ the iron half-golem’s Hit Dice + the iron half-golem’s Constitution modifier) negates both effects.
Rust Vulnerability (Ex): An iron half-golem is affected by rust attacks, such as that of a rust monster or a rusting grasp spell.
An iron limb is sculpted from 500 pounds of pure iron. The sculpting requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 20). The rituals cost 20,000 gp and 400 XP and require cloudkill and geas/quest. Attaching the limb requires the ability to cast 6th-level arcane spells.
Source: Monster Manual II, page 209. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.