FLESH GOLEM [SOLD}
Large Construct
HP: 80
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d8+5)
Full Attack: 2 slams +10 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk
Special Qualities: Construct Traits, Damage Reduction 5/Adamantine,
Darkvision 60 ft., Immunity to magic, Low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–18 HD (Large); 19–27 HD (Huge)
Level Adjustment: —
A flesh golem is a ghoulish collection of stolen humanoid body parts,
stitched together into a single composite form. No natural animal willingly
tracks a flesh golem. The golem wears whatever clothing its creator desires,
usually just a ragged pair of trousers. It has no possessions and no weapons.
It stands 8 feet tall and weighs almost 500 pounds.
A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts.
It walks and moves with a stiff-jointed gait, as if not in complete control of
its body.
Combat
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance
each round that its elemental spirit breaks free and the golem goes berserk.
The uncontrolled golem goes on a rampage, attacking the nearest living creature
or smashing some object smaller than itself if no creature is within reach,
then moving on to spread more destruction. The golem’s creator, if within 60
feet, can try to regain control by speaking firmly and persuasively to the
golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity
by the golem to reset the golem’s berserk chance to 0%.
Immunity to Magic (Ex): A flesh 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.
A magical attack that deals cold or fire damage slows a flesh golem (as the
slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the
golem and heals 1 point of damage for every 3 points of damage the attack would
otherwise deal. If the amount of healing would cause the golem to exceed its
full normal hit points, it gains any excess as temporary hit points. For
example, a flesh golem hit by a lightning bolt heals 3 points of damage if the
attack would have dealt 11 points of damage. A flesh golem golem gets no saving
throw against attacks that deal electricity damage.