Construct: Flesh golems have the traits and immunities common to constructs.
Speed: Flesh golems can't take
run actions.
Berserk (Ex): When a flesh golem enters
combat, there is a cumulative 1% chance each round it will go
berserk. An 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 successful Charisma check (DC 19). Following such a successful check, it takes 1 minute of rest by the golem to reset the golem's
berserk chance to 0%.
Magic Immunity (Ex): A flesh golem is immune to all spells, psionic powers, spell-like
abilities, and supernatural effects, except as follows. Attacks that deal fire or cold
damage slow it for 2d6 rounds, with no
saving throw (see the slow spell). A slowed golem can take only one move or
attack action each turn. Additionally, the slowed golem takes a -2 penalty to
Defense, melee
attack rolls, melee
damage rolls, and Reflex saves. Any amount of
electricity damage dealt to the golem breaks the slow effect and cures 1 point of
damage for each 3 points of
damage it would otherwise deal. The golem rolls no
saving throw against effects that deal
electricity damage.
Damage Reduction 15/+1 (Su): In campaigns without magic
weapons, the GM can either disregard the golem's
damage reduction or apply the
damage reduction only to certain types of
weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Flesh Golem: CR 7; Large
construct; HD 9d10+20; hp 69; Mas -; Init -1; Spd 30 ft. (can't
run);
Defense 18, touch 8, flat-footed 18 (-1
size, -1 Dex, +10 natural); BAB +6; Grap +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams), or +4 ranged; FS 10 ft. by 10 ft.;
Reach 10 ft.; SQ
construct,
berserk,
magic immunity,
damage reduction 15/+1; AL none or owner; SV Fort +3, Ref +2, Will +3; AP 0; Rep +0; Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1.
Advancement: 10-18 HD (Large); 19-27 HD (Huge).
Advanced Flesh Golem: CR 13; Huge
construct; HD 20d10+40; hp 150; Mas -; Init -2; Spd 30 ft. (can't
run);
Defense 19, touch 6, flat-footed 19 (-2
size, -2 Dex, +13 natural); BAB +15; Grap +32; Atk +22 melee (4d6+9, slam); Full Atk +22 melee (4d6+9, 2 slams), or +11 ranged; FS 15 ft. by 15 ft.;
Reach 15 ft.; SQ
construct,
berserk,
magic immunity,
damage reduction 15/+1; AL none or owner; SV Fort +6, Ref +4, Will +6; AP 0; Rep +0; Str 29, Dex 7, Con -, Int -, Wis 11, Cha 1.
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