Flesh Golem

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Flesh Golem (CR 7)

Neutral - Large - Construct
Lore: Know (Arcana)
13 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
10
Perception:
20 +10
Passive Active
Ambush:
14+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
24
Man Def
Shield Icon 3.png
25
Monster Health
125 62 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
+12
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +4 on Overruns

Standard Attack (Melee):

  • 2x Smashing Fist +13 (2d8+4/19-20 x2)
    as bludgeoning (physical, common)
    if both attacks hit, target is knocked Prone.

Full Attack (Melee):

  • 2x Smashing Fist +13 (2d8+4/19-20 x2)
    as bludgeoning (physical, common)
    if both attacks hit, target is knocked Prone.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage:

  • 1x Smashing Fists +12 (1d4)

Statistics

20
STR
16
DEX
CON
INT
11
WIS
6
CHA

Skills:

Languages:

Feats:

Special Abilities

Rampage (Ex) Full Attack Action

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 at +12 to-hit inflicting 2d8+4 bludgeoning (physical, common) damage. Rampage does not provoke attacks of opportunity. Note that Flesh Golems may attempt to use an Overrun combat maneuver (1d20 + 15 vs. target's Maneuver Defense) with Rampage if enemies are in their way.

Vital Spark (Ex) Free Action 1/Rnd, after Lightning damage

Once per round, if a Flesh Golem is targeted by an electrical effect (e.g. lightning (energy, common) damage), 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 11 points of damage.

Spell Resistance (Su) Always On

Flesh golems have spell resistance. In order to affect them with a spell or spell-like ability, the caster must first make a Caster Check versus the golem's Maneuver Defense value (23). If the check is successful, the spell or spell-like ability is resolved as normal. If the caster check fails, the spell is cast, but does not affect the golem in any way.

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 bonus to Overrun combat maneuvers 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 walk up to it and use Double Smash instead, just for a change of pace. If they are hemmed in, they will use a full attack action to make two normal Smashing Fist attacks, for the chance to inflict critical damage.

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 or Double Smash, using Overrun to move through enemies if required.

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", "obey the orders of this person until I order you to stop doing so", or "kill anyone who enters without saying 'Fribbit'". Flesh Golems are not sophisticated enough to apply the complex sorts of nested commands frequently given to more advanced golems.

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 the rumors that flesh golems may have remnants of souls or fragments of consciousness. It's pretty unlikely that any part of a flesh golem's component parts can affect its behavior, but in a magical world, it's hard to say anything is impossible.

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)