Flesh golems have the traits and immunities common to constructs.
Flesh golems can't take run
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).
CR 7; Large construct
; HD 9d10+20; hp 69; Mas -; Init -1; Spd 30 ft. (can't run
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
, magic immunity
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.
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
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
, magic immunity
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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