Flesh Golem CR 7
Always N Large ConstructInit ; Senses darkvision 60 ft., low-light vision
Languages —
AC 18 (−1 size, −1 Dex, +10 natural), touch 8, flat-footed 18
hp 79 (9 HD); DR 5/adamantine
Immune construct immunities, magic (see text)
Fort Ref Will
Speed 30 ft. (6 squares)
Space/Reach 10 ft./10 ft.
Base Atk +6; Grp
Melee slam () or
Full Atk 2 slams ()
Special Actions Berserk
SQ Construct traits, darkvision 60 ft., immunity to magic, low-light vision
Abilities Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Feats —
Skills —
Advancement 10–18 HD (Large); 19–27 HD (Huge)
Environment Any
Organization Solitary or gang (2–4)
Treasure None
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 (DC 19 Charisma check). It takes 1 minute of inactivity by the golem to reset the 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:
• Magical cold or fire damage slows it (as slow) for rounds, no save.
• Magical electricity breaks any slow effect and heals 1 hp per 3 points that would have been dealt (excess becomes temporary hp). No save against electricity.
Construct Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage on its own but can be repaired. Immediately destroyed when reduced to 0 hit points. Does not eat, sleep, or breathe. Darkvision 60 ft., low-light vision.
Construction: Pieces from normal human corpses (minimum six bodies — limbs, torso/head, brain). Special unguents and bindings worth 500 gp. Craft (leatherworking) or Heal DC 13. Note: requires casting a spell with the evil descriptor. CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster level 8th+; Price 20,000 gp; Cost 10,500 gp + 780 XP.
Golems are magically created automatons of great power. The animating force is a spirit from the Elemental Plane of Earth, bound to an artificial body and subject to its creator's will. Golems are mindless: they do nothing without orders, follow instructions explicitly, and use no strategy. A creator can command a golem within 60 feet if the golem can see and hear them. If uncommanded, a golem follows its last instruction (and returns attacks if assaulted). The creator may order it to obey another person, but can always resume exclusive control.
A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched into a single form. No natural animal willingly tracks it. It stands 8 feet tall and weighs almost 500 pounds. It cannot speak (though it can emit a hoarse roar) and moves with a stiff-jointed gait.
Open Game Content from the d20 SRD — Golem.