Flesh Golem

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Flesh Golem (CR 7)

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.


GENERAL

CR 7 Hit Dice 10

XP 3,200

N, Large, Construct

Init +3; Senses darkvision 60ft, low-light 120ft, Perception +11


DEFENSE

AC 25, touch 15, flat-footed 20 (+5 dex, +10 armor)

hp 82

Fort +6, Ref +6, Will +6

Aura: -

SR: - 17

Special Defenses: DR10/Adamantine

Immunities:

  • 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, the Craft Construct feat, or Vital Spark.


OFFENSE

Speed 30 ft.

Space / Reach: 10 ft. / 10 ft.

Single Melee Double Smash : 2x Smashing Fist +16 (1d8+3/19-20x2) + Prone

Full Melee Double Smash : 2x Smashing Fist +16 (1d8+3/19-20x2) + Prone

Ranged None, but see Rampage

Special Attacks Double Smash, Rampage, Vital Spark

Action Points 0


STATISTICS

Str 20, Dex 16, Con —, Int —, Wis 11, Cha 6

Base Atk +7; CMB +13; CMD 25

Feats Improved Overrun (CMB +18 for Overrun Maneuvers only)

Skills -

Languages -


SPECIAL ABILITIES

Double Smash

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, each of which receives +5 to-hit. +16 to-hit (1d8+3/19-20x2) If both of these attacks hit, the opponent is also knocked Prone.


Rampage

Once per round, as a standard action, a Flesh Golem may move up to 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 (+11 to-hit (1d8+3/19-20x2)). 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.


Vital Spark

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

sell value of approximately 2,375 gp


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 melee foe 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.