Flesh Golem PF - Adventureaweek.com

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Flesh Golem CR7
A hideous monstrosity crafted from body parts stitched together with thick string, wire, and
metal staples lurches to horrific life.
XP 3,200
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 30 ft.
Melee 2 slams +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk
STATISTICS
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +9; CMB +15; CMD 24
Languages none
SPECIAL ABILITIES
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 (no save).
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. A flesh golem gets no saving throw against attacks that deal electricity
damage.
Flesh Golem Construction
The pieces of a flesh golem must come from normal humanoid corpses that have not decayed
significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso
(including head), and the brain. In some cases, more bodies may be necessary. Special unguents
and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a
spell with the evil descriptor.
CL 8th; Price 20,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, animate dead, bull's strength, geas/quest, limited wish, creator must be caster
level 8th; Skill Craft (leather) or Heal DC 13; Cost 10,500 gp
The exact methods of creating a flesh golem frequently differ as a result of knowledge,
geography, or culture. These variations in the creation process can sometimes result in flesh
golems with previously unheard-of powers and abilities.
Electrified Flesh Golem: Through unknown processes, some flesh golems retain some of the
electrical power used in their creation, while others are fashioned with implanted electrothaumaturgical 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. An electrified flesh golem’s melee attacks deal 1d6 points of electricity
damage in addition to their normal damage.
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
electricity damage. The golem can use this ability once every 1d6 rounds. It cannot use this
attack on itself.
Electrical 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. (+1 CR)
Unholy Flesh Golem: 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, Turn Undead, or the power of the Sun domain).
Any living creature hit by an unholy flesh golem’s melee attacks also takes 1 point of Strength
damage. This is a negative energy effect. An unholy flesh golem has an evil aura. Creating an
unholy flesh golem is an evil act. (+0 CR)
ECOLOGY
Environment any
Organization solitary or gang (2–4)
Treasure none
A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a
single composite form. Its cadaverous flesh has a sickly green or yellowish tint. A flesh golem
wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no
possessions and no weapons. A flesh golem stands 8 feet tall and weighs 500 pounds.
A flesh 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.
Although most flesh golems are mindless, there are persistent rumors of unusual golems who
somehow retain the memories of a previous life. The head (and thus brain) of such flesh golems
must be just the right combination of fresh and (in its previous life) strong-willed, and even then
luck and chance during the golem's creation seem just as important in retaining the creature's
mind. Certainly most who construct flesh golems prefer mindless slaves over free-willed
creations, and as a result intelligent flesh golems are rare indeed.
Spark of Consciousness
Through some unknown process, rare berserk golems have been known to spontaneously
generate consciousness and intelligence, breaking free of their masters’ control and setting them
far above their mindless counterparts. This can only occur if the golem has ever gone
berserk.The golem becomes an intelligent, sentient creature. Roll 3d6 for its new Intelligence and
Charisma scores. The awakened golem immediately gains skill points equal to 2 + Int modif ier
(minimum 1) per Hit Die, as well as feats based on its Hit Dice. A golem has no class skills. The
golem also gains the ability to speak the language of its creator and chooses any bonus languages
from among those its creator speaks. While the golem retains its immunity to magic and most
other construct traits, it loses its immunity to mind-affecting effects.
An awakened golem can advance like any other creature, even taking levels in character classes.
An awakened golem has no favored classes. Though intelligent, an awakened golem may still be
controlled by its creator, but it can attempt to break free of its master’s control with an opposed
Charisma check.
An intelligent golem also has a higher chance of going berserk. An awakened golem has a
cumulative 5% chance each round to go berserk during combat. The golem’s creator, if within 60
feet, can try to regain control of the awakened golem, which requires a successful Intimidate
check, but the golem gets a Will save (DC equal to creator’s Intimidate result) to resist. It takes 1
minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
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