Bloodstone Golem

Golem, Bloodstone
Large Construct
Hit Dice: 15d10+30 (112 hp)
Initiative: -1
Speed: 20 ft. (can't run)
Armor Class: 25 (-1 size, -1 Dex, +17 natural), touch 8, flat-footed 26
Base Attack/Grapple: +11/+22
Attack: Slam +22 melee (2d8+11)
Full Attack: 2 slams +22 melee (2d8+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood absorption
Special Qualities: Construct traits, DR 10/adamantine, darkvision, immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 32, Dex 9, Con -, Int -, Wis 10, Cha 1
Environment: Any
Organization: Solitary or gang (2-4)
ECL: 10
Treasure: None
Alignment: Always neutral
Advancement: 16-32 HD (Large); 33-45 HD (Huge)

Bloodstone golems are a rare type of construct made from bloodstone, a semiprecious mineral (green with flecks of red). Despite their name, they are almost never found in company of blood mages – instead, they are used to fight them.

A bloodstone golem has a humanoid body; it stands about 10 feet tall and weights 3,000 pounds. Its body is sometimes carved according to the creator's whims, but older ones are simply smooth stone with rough features.


A bloodstone golem is a formidable opponent, both strong and difficult to bring down.

Blood Absorption (Su): Not only is a bloodstone golem immune to blood magic of all kinds (see below), but it actually absorbs blood magic directed at it. It gains 5 hit points per level of any spell targetting it. In addition, if a bloodstone golem hits a being that has spells with the Blood descriptor known or prepared, it can drain the highest-level spell from the target's memory (spontaneous casters lose the slot as if the spell had been cast). The target can make a Will save (DC 10+1/2 golem's HD) to avoid this effect.

Immunity to Magic (Ex): A bloodstone 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.

Bloodstone golems are completely immune to blood magic, whether or not the spell allows spell resistance. The one exception to this rule is the blood healing spell, which works normally.

Spells with the cold descriptor that deal damage act as a slow for one round per spell level if the golem fails its save.

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