A construct is an animated object or artificially constructed creature.
Features: A construct has the following features.

  • 10-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice (as cleric).
  • No good saving throws.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.

Traits: A construct possesses the following traits (unless otherwise noted in a creature’s entry).

  • No Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the following table.
Construct Size Bonus Hit Points
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not eat, sleep, or breathe.

Constructs by Source

MM1: animated objects, golem (Clay, Flesh, Iron, Stone, Greater Stone) homunculus, inevitable (Kolyarut, Marut, Zelekhut), retriever, shield guardian.

Secrets of Xen'Drik: Quorcraft Warforged, Warforged Scorpion

Craftable Constructs

With the Craft Construct feat, spellcasters can create constructs. They can also be awarded as a treasure, simply use the crafting cost to determine their relative worth.

The creature can create golems and other magic automatons that obey its orders.
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.
Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price.
A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired. A newly created construct has average hit points for its Hit Dice.

Constructs Which Can Be Made

Monster Type CR Note Cost to Build Source
Alchemy Beetle Small Construct 2 A construct beetle which possibly explodes when destroyed, can be acid, cold, electricity or fire. 4,000gp + 240 xp Secrets of Xen'Drik
Clay Golem Large Construct 10 Has a 1% chance of going on a berserk killing spree with no way to regain control; Damage done by a clay golem cannot be healed normally; Immune to any spell that allows spell resistance; and can cast haste 1/day. 21,500 gp + 1,540 XP MM1
Flesh Golem Large Construct 7 1% Berserk chance, but if creator is nearby it may be able to re-establish control, Immunity to Magic 10,500 gp + 780 XP MM1
Homunculus Tiny Construct 1 Not to be confused with the EbCS Homunculi such as the Iron Defender, a miniature servant which carries out a wizard's tasks. Killing one deals 2d10 damage to it's master. Has a poison ability which puts those affected to sleep, Fort DC 13 1,050 gp + 78 XP, +2,000gp per additional HD MM1
Iron Golem Large Construct 13 Breath weapon (10 ft cube poisonous gas, 1d4 Con/3d4 Con, Fort 19 Negates); Immunity to Magic 80,000 gp + 5,600 XP MM1
Shield Guardian Large Construct 8 Fast Healing 5, Shield Other, Spell Storing (1x 4th level or lower) Note: Amulet; If it's amulet is destroyed it ceases to function until another is made, which costs 20,000gp 65,000gp + 4,600 XP, for each additional HD +5,000gp, +20,000 gp if made Huge MM1
Stone Golem Large Construct 11 Slow spell every 2 rounds, Will DC 17, Immunity to Magic 50,000gp + 3,400 XP MM1
Greater Stone Golem Huge Construct 16 Slow spell every 2 rounds, Will DC 17, Immunity to Magic 105,000gp + 7,640 XP MM1
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