Flesh Golem: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 7
[[Category:CR 7]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Flesh Golem


[[Image:Flesh_Golem_2.jpg|384px|right|xx]]
| Image = Flesh_Golem_2.jpg
== Flesh Golem (CR 7) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Flesh Golems are alchemical horrors usually created by people who should probably know better.  As all golems, flesh golems are constructs, made things, despite the vile nature of the material used in the construction process.
 
| Role =  
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
 
| Description = Flesh Golems are alchemical horrors usually created by people who should probably know better.  As all golems, flesh golems are constructs, made things, despite the vile nature of the material used in the construction process.


That said, because flesh golems are usually built from the corpses of sentient creatures, they have a serious stigma associated with them.  Even worse, they have a small but real chance of being tainted by necromantic energies, and when this occurs, there is no end of the terrible things that can come about.
That said, because flesh golems are usually built from the corpses of sentient creatures, they have a serious stigma associated with them.  Even worse, they have a small but real chance of being tainted by necromantic energies, and when this occurs, there is no end of the terrible things that can come about.


| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
| Size = Large
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| Type = Construct
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| Subtype =
  <!--If any-->
| NudgeBasicLoreValue = -2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeInit =
  <!--CR 7 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Senses = [[Darkvision]] 60 ft., [[Low-Light Vision]] 120 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->
| NudgePerception =
  <!--CR 7 PERCEPTION = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
| NudgeAC =
  <!--CR 7 AC = 25 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeTouchAC =
  <!--CR 7 TOUCH AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeFFAC =
  <!--CR 7 FLAT-FOOTED AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeCMD =
  <!--CR 7 CMD = 23 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
| NudgeHitPoints =
  <!--CR 7 HIT POINTS = 102 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
<!--  SAVING THROWS  -->
| Fort =
| Refl =
| Will =
  <!--CR 7 STRONG SAVE = +10; WEAK SAVE = +6 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| SR = Y
  <!--Values: Y (for Yes), or leave blank-->
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| SpecialDefenses = DR 10/Adamantine
  <!--Put any DR or ER values here-->
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->
| MoveTypes = Walk 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->
| NudgeSpace =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->
<!--  GENERAL ATTACK INFORMATION  -->
| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Smashing Fist
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgePriToHit = +1
  <!--CR 7 PRIMARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgePriDamage =
  <!--CR 7 PRIMARY NATURAL DAMAGE = 1d8+10 -->
  <!--CR 7 PRIMARY MELEE DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SECONDARY ATTACK INFORMATION  -->
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeSecToHit =
  <!--CR 7 SECONDARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeSecDamage =
  <!--CR 7 SECONDARY NATURAL DAMAGE = 1d6+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  TERTIARY ATTACK INFORMATION  -->
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeTerToHit =
  <!--CR 7 TERTIARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeTerDamage =
  <!--CR 7 TERTIARY NATURAL DAMAGE = 1d8+10 -->
  <!--CR 7 TERTIARY MELEE DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  QUATERNARY ATTACK INFORMATION  -->
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeQuaToHit =
  <!--CR 7 QUATERNARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeQuaDamage =
  <!--CR 7 QUATERNARY NATURAL DAMAGE = 1d6+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  RANGED ATTACK INFORMATION  -->
| RangedAtkName = None, but see Rampage
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIncrementDistance =
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
| RangedAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| RangedAtkNotes-FullAtkOnly =
  <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeRangedToHit =
  <!--CR 7 RANGED TO-HIT = +13 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeRangedDamage =
  <!--CR 7 RANGED DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  COMBAT MANEUVERS  -->
| NudgeCMB = +1
  <!--CR 7 CMB = +11 -->
| CMBNotes = Improved Overrun (CMB +16 for Overrun Maneuvers only)
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
<!--  SIEGE DAMAGE INFORMATION  -->
| SiegeDmgCapable = Y
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
| SiegeAtkName = Smashing Fists
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
| SiegeAtkIncrement =
  <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
| NudgeSiegeCMB = +1
  <!--CR 7 SIEGE CMB = +11 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeSiegeDamage =
  <!--CR 7 SIEGE DAMAGE = 1d6-2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  ABILITY SCORES  -->
| Str = 20
| Dex = 16
| Con = -
| Int = -
| Wis = 11
| Cha = 6
<!--  FEATS  -->
| Feat1 = Improved Overrun (CMB +16 for Overrun Maneuvers only)
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
<!--  SKILLS  -->
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 7 SKILLS = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
<!--  LANGUAGES  -->
| Languages =
  <!--Comma-separated list-->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
<!--  SPECIAL ABILITY 1  -->
| Ability-1-Name = Double Smash
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
| Ability-1-Description = As a standard action, a flesh golem can raise both mighty fists above its head and crash them down upon a melee opponent.  This is resolved as two Smashing Fist attacks: {{#var:Special1ToHit}} to-hit {{#var:Special1StandardDmg}} damage.  If both of these attacks hit, the opponent is also knocked [[Prone]].
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special1SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special1StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
| NudgeAbility1ToHit = +1
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== GENERAL ===
| NudgeAbility1TouchAttack =  
'''CR''' 7  '''Hit Dice''' 10
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''XP''' 3,200
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


N, Large, Construct
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Init''' +3; '''Senses''' darkvision 60 ft, low-light 120 ft, Perception +11
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== DEFENSE ===
'''AC''' 25, '''touch''' 16, '''flat-footed''' 21 (+5 armor, +4 dex, +5 natural, +1 deflection)


'''hp''' 102


'''Fort''' +6, '''Ref''' +6, '''Will''' +6
<!--  SPECIAL ABILITY 2  -->


'''Aura:''' -
| Ability-2-Name = Rampage


'''SR:''' 17
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Special Defenses:''' DR 10/Adamantine
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Immunities:'''
| Ability-2-Description = Once per round, as a full attack action, a Flesh Golem may move up to half its speed while flailing its massive fists in all directions, smashing everything.  Any enemy creature that falls into its reach during this movement is attacked once with Smashing Fists {{#var:Special2ToHit}} to-hit {{#var:Special2StandardDmg}}. Rampage does not provoke attacks of opportunity.  Note that Flesh Golems may attempt to use Improved Overrun with Rampage if things are in their way.
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
:* disease, poison, ability damage, ability drain, energy drain
:* death effects, necromancy effects, sleep effects
:* nonlethal damage
:* paralysis, stunning, fatigue, exhaustion
:* any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)


'''Weaknesses:''' Cannot heal damage on its own, but can be repaired via [[Make Whole (Spell)|Make Whole]], [[Make Whole, Greater (Spell)|Greater Make Whole]], [[Field Repair]], a workshop and the [[Creator]] feat, or Vital Spark (see below).
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special2SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special2StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->


| NudgeAbility2ToHit = +1
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== OFFENSE ===
| NudgeAbility2TouchAttack =  
'''Speed''' 30 ft.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Space / Reach:'''  10 ft. / 10 ft.
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Single Melee''' Double Smash : 2x Smashing Fist +14 (1d8+10/19-20x2) + Prone
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Full Melee''' Double Smash : 2x Smashing Fist +14 (1d8+10/19-20x2) + Prone
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Ranged''' None, but see Rampage
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Special Attacks''' Double Smash, Rampage, Vital Spark


'''Action Points''' 0


<!--  SPECIAL ABILITY 3  -->


=== STATISTICS ===
| Ability-3-Name = Vital Spark
'''Str''' 20, '''Dex''' 16, '''Con''' -, '''Int''' -, '''Wis''' 11, '''Cha''' 6


'''Base Atk''' +7; '''CMB''' +12; '''CMD''' 23
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Feats''' Improved Overrun (CMB +16 for Overrun Maneuvers only)
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Skills''' -
| Ability-3-Description = Once per round, if a Flesh Golem is targeted by an electrical effect, its spell resistance is not checked and it takes no damage or ill effects from the effect.  Instead, it is granted a free move action and is healed for one hit point of damage per caster level or Challenge Rating of the electrical effect. If undefined, it is healed for the Campaign Challenge Rating.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special3SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special3StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->


'''Languages''' -
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== SPECIAL ABILITIES ===
| NudgeAbility3SaveDC =  
; Double Smash (Ex)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
As a standard action, a flesh golem can raise both mighty fists above its head and crash them down upon a melee opponent. This is resolved as two Smashing Fist attacks: +14 to-hit (1d8+10/19-20x2).  If both of these attacks hit, the opponent is also knocked [[Prone]].


| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


; Rampage (Ex)
| NudgeAbility3SwiftDamage =
Once per round, as a full attack action, a Flesh Golem may move up to half its speed while flailing its massive fists in all directions, smashing everything.  Any enemy creature that falls into its reach during this movement is attacked once with Smashing Fists (+14 to-hit (1d8+10/19-20x2)). Rampage does not provoke attacks of opportunity.  Note that Flesh Golems may attempt to use Improved Overrun with Rampage if things are in their way.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


; Vital Spark (Ex)
Once per round, if a Flesh Golem is targeted by an electrical effect, its spell resistance is not checked and it takes no damage or ill effects from the effect.  Instead, it is granted a free move action and is healed for one hit point of damage per caster level of the electrical effect.




=== TREASURE ===
<!--  SPECIAL ABILITY 4  -->
sell value of approximately 2,375 gp


| Ability-4-Name =


=== COMBAT TACTICS ===
| Ability-4-Type =  
Flesh Golems are quite mindless and, as a result, they don't really bother with tactics too much.  They will generally use Rampage every round, with their Improved Overrun feat letting them stomp right over their enemies with nigh-impunity.  They will not bother with five foot steps to use their reach for attacks of opportunity, as Rampage does all that for them.  No thinking required.  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special4SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special4StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special5SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special5StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special6SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special6StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special7SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special7StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special8SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special8StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special9SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special9StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Flesh Golems are quite mindless and, as a result, they don't really bother with tactics too much.  They will generally use Rampage every round, with their Improved Overrun feat letting them stomp right over their enemies with nigh-impunity.  They will not bother with five foot steps to use their reach for attacks of opportunity, as Rampage does all that for them.  No thinking required.  


If there's only one foe nearby, they will use Double Smash instead, just for a change of pace.
If there's only one foe nearby, they will use Double Smash instead, just for a change of pace.


If anyone is foolish enough to hit them with an electrical effect, they will usually use the free move action to line up for their next Rampage.  Because flesh golems, if they could think, would love rampaging.
If anyone is foolish enough to hit them with an electrical effect, they will usually use the free move action to line up for their next Rampage.  Because flesh golems, if they could think, would love rampaging.
<!--  OUT OF COMBAT  -->
| OutOfCombat = Flesh Golems are frequently used as guardians and servants by the unscrupulous, and their ability to tear through structures and walls makes them favorites with military commanders as well.  Flesh Golems will often be found with some simple command set, such as 'kill everyone who tries to go through this door', or'kill anyone who enters without saying 'Fribbit'.  Flesh Golems are not sophisticated enough to use the complex nested commands frequently 'programmed' into higher designs of golem.
A downside of this is that sometimes, Flesh Golems will 'get stuck' trying to fulfill a badly worded command, and will seem to go on a mad rampage. This fuels rumors that flesh golems may have remnants of souls or fragments of consciousness.  Of course, this is probably specious, but in a magical world, it is hard to say anything for certain.
}}

Revision as of 21:40, 29 December 2016

Flesh Golem (CR 7)

Neutral - Large - Construct
Lore: Know (Arcana)
12 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
11
Perception:
21 +11
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
23
Man Def
Shield Icon 3.png
23
Monster Health
113 56 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +4
Will: +4

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+13
Sword Icon 3.png
Man Off
+11
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Smashing Fist +13 (2d8+4/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Smashing Fist +13 (2d8+4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x None, but see Rampage +12 (2d8+4/19-20 x2)
    as undefined damage type

Full Attack (Ranged):

Siege Damage:

  • 1x Smashing Fists +11 (1d4)

Statistics

20
STR
16
DEX
CON
INT
11
WIS
6
CHA

Skills:

Languages:

Special Abilities

Double Smash (Ex)

As a standard action, a flesh golem can raise both mighty fists above its head and crash them down upon a melee opponent. This is resolved as two Smashing Fist attacks: to-hit damage. If both of these attacks hit, the opponent is also knocked Prone.

Rampage (Ex)

Once per round, as a full attack action, a Flesh Golem may move up to half its speed while flailing its massive fists in all directions, smashing everything. Any enemy creature that falls into its reach during this movement is attacked once with Smashing Fists to-hit . Rampage does not provoke attacks of opportunity. Note that Flesh Golems may attempt to use Improved Overrun with Rampage if things are in their way.

Vital Spark (Ex)

Once per round, if a Flesh Golem is targeted by an electrical effect, its spell resistance is not checked and it takes no damage or ill effects from the effect. Instead, it is granted a free move action and is healed for one hit point of damage per caster level or Challenge Rating of the electrical effect. If undefined, it is healed for the Campaign Challenge Rating.

Flesh Golem

Flesh Golem

Flesh Golems are alchemical horrors usually created by people who should probably know better. As all golems, flesh golems are constructs, made things, despite the vile nature of the material used in the construction process.

That said, because flesh golems are usually built from the corpses of sentient creatures, they have a serious stigma associated with them. Even worse, they have a small but real chance of being tainted by necromantic energies, and when this occurs, there is no end of the terrible things that can come about.

Combat Tactics

Flesh Golems are quite mindless and, as a result, they don't really bother with tactics too much. They will generally use Rampage every round, with their Improved Overrun feat letting them stomp right over their enemies with nigh-impunity. They will not bother with five foot steps to use their reach for attacks of opportunity, as Rampage does all that for them. No thinking required.

If there's only one foe nearby, they will use Double Smash instead, just for a change of pace.

If anyone is foolish enough to hit them with an electrical effect, they will usually use the free move action to line up for their next Rampage. Because flesh golems, if they could think, would love rampaging.

Out of Combat

Flesh Golems are frequently used as guardians and servants by the unscrupulous, and their ability to tear through structures and walls makes them favorites with military commanders as well. Flesh Golems will often be found with some simple command set, such as 'kill everyone who tries to go through this door', or'kill anyone who enters without saying 'Fribbit'. Flesh Golems are not sophisticated enough to use the complex nested commands frequently 'programmed' into higher designs of golem.

A downside of this is that sometimes, Flesh Golems will 'get stuck' trying to fulfill a badly worded command, and will seem to go on a mad rampage. This fuels rumors that flesh golems may have remnants of souls or fragments of consciousness. Of course, this is probably specious, but in a magical world, it is hard to say anything for certain.

Rewards

XP: 3,200

Treasure: Sellable Goods worth 2,875 gp.

Weight: 70 lbs.     Volume: 2.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)