Flesh Golem, AwakenedHD:d10Level | Bab | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +0 | Body of Flesh, Berseker, Lighting Powered, Frankestein's Tale, +2 Str |
2 | +1 | +0 | +0 | +0 | Strong Stitches, Frankestein's Tale, +1 Str |
3 | +2 | +1 | +1 | +1 | Fraknestein's Legacy, +1 Str |
4 | +3 | +1 | +1 | +1 | Invulnerability, Frankestein's Legacy +1 Str |
5 | +3 | +1 | +1 | +1 | Frankestein's Horror, +1 Str |
6 | +4 | +2 | +2 | +2 | Growth, Frankestein's Horror +1Str |
7 | +5 | +2 | +2 | +2 | Frankestein's Madness, +1 Str |
Skills:2+int modifier per level, quadruple at first level. Class Skills are Balance, Climb, Craft(Any) , Intimidate, Hide, Knowledge(Any), Move Silently, Sense Motive, Swim
Proficiencies: Its own natural weapons
Features:Body of Flesh: The Flesh Golem loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:
# No Constitution score.
# Low-light vision.
# Darkvision out to 60 feet.
# Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.
The Flesh Golem is a medium sized construct with base speed 30 feet. It has two slam natural attacks dealing 1d10+Str mod damage each. The Flesh Golem may attack with both slams as a standard action.
It also gains a bonus to its Nat armor equal to its Str modifier.
Finally it gains +1 HP per HD. This bonus retroatively increases by +1 for every 5 HD of the Flesh Golem.
Berseker: 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, or anyone who the Flesh Golem has considered a friendly creature for the last 24 hours, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check as a standard action while within 60 feet to the Flesh Golem. Each additional creature within 60 feet that's been friendly to the flesh golem for the last 24 hours grants a +8 bonus in this check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
Lighting Powered: If the Flesh Golem would be dealt electricity damage, it instead recover lost HP equal to half the electricity damage that it would receive.
Frankestein's Tale: There's a story about a good doctor who wanted to create a better human being piece by piece. At 1st and 2nd levels pick one of the following options. You can't pick the same one twice unless noted otherwise.
Easy Assembly-The Flesh Golem can quickly detah and re-attach body parts, not necessarily in the same places they were before. This allows it the following options besides just dismembering itself for fun:
-Pass through any opening in which it can fit its hand.
-As a swift action lose one Slam attack to increase the reach of its other Slam by 5 feet per HD, another swift action to recover two Slam attacks.
-Leave behind a eye or hear in an area and thus be able to see/hear what's happening on the surroundings (count as 4 size categories smaller for hiding, 1 HP each).
-Use a Slam as a ranged thrown attack with range 40 feet plus 5 feet per HD. If it hits the detached arm can attempt a grapple on the target using the Flesh Golem's statistics without need of a touch attack or provoking attacks of opportunity, but counting as one size category smaller and with 1/5 its max HP.
-As a swift action lose a Slam attack to increase base speed by 10 feet, or reverse.
If detached body parts are destroyed, the Flesh Golem can replace them with the equivalent bits from another humanoid.
No Name-The Flesh Golem was abandoned by his own creator right after creation and has no identity. All indirect divination effects against it automatically fail and it can add its Str mod to Intimidate and Sense Motive checks.
Human Harvest-The Flesh Golem knows how to improve itself by adding more bits, assuming it has some kind of cutting tools, needle and string available. This ability demands fresh body parts from an humanoid (refered as the “donor” from now on) and 1 minute of work per operation during which the Flesh Golem can't do anything else. Being interrupted forces the Flesh Golem to restart from scratch.
The Flesh Golem can only benefit from one upgrade to each body part at a time. The limbs count as four parts, right and left leg, right and left arm. The Flesh Golem cannot replace more than 3 of its body parts at a time, but they can pick this option twice to be able to replace all six parts. The respective part of the donor is fully consumed. Old upgrades may be destroyed to make room for new ones as part of the operation, losing the previous benefit and gaining a new one.
-The Flesh Golem becomes aware the Mental Skills in which the donor had ranks. Choose one of them. That skill becomes a class skill for the Flesh Golem and it gains the ranks on said skill, up to its HD+3. If the creature had any racial bonus on that skill, the Flesh Golem also gains it.
-The Flesh Golem becomes aware of the Mental ability scores the donor had. If the creature had a mental score better than one of the Flesh Golem's, the Flesh Golem gains a +2 profane bonus to it.
-The Flesh Golem wears the face of the donor, gaining a +20 bonus on disguising as it.
-The Flesh Golem becomes aware of the natural armor of the donor. If it was positive, the Flesh Golem gains a +2 bonus to its own Natural Armor.
-The Flesh Golem becomes aware of the Con bonus of the donor. The Flesh Golem gains a bonus to its Fort saves equal to that bonus.
-The Flesh Golem becomes aware of any elemental resistance or immunities of the donor. The Flesh Golem gains one of said elemental resistances or immunities.
-The Flesh Golem becomes aware of the weapon proficiencies of the donor. The Flesh Golem gains one of those proficiencies.
-The Flesh Golem becomes aware the Physical Skills in which the donor had ranks. Choose one of them. That skill becomes a class skill for the Flesh Golem and it gains the ranks on said skill, up to its HD+3. If the creature had any racial bonus on that skill, the Flesh Golem also gains it.
-The Flesh Golem becomes aware of the Str and Dex scores the donor had. If the creature had a Str or Dex score better than the Flesh Golem's, the Flesh Golem gains a +2 profane bonus to it.
In alternative, by picking all six body pieces from the same donor, the Flesh Golem may count itself as being of their race as if it had took the Monster Blood and Monster Hybrid rules.
Meat Hook- Often a Flesh Golem has metal chains and blades imbued on their body as part of their construction. Some Flesh Golems can use such implements as weapons. The Meat Hook can be used as a masterwork Spiked Chain in which the Flesh Golem is automatically proficient and can be enanched as normal. In addition as a standard action the Flesh Golem can use the Meat Hook as a ranged attack with range increment 40 feet plus 10 feet per HD. If it hits it deals damage as normal and the hit creature must make an opposed Str check. If they fail they're pulled to the nearest empty adjacent square to the Flesh Golem without provoking attacks of opportunity. The Flesh Golem may also automatically hit a willing creature to pull them without dealing damage.
If the Flesh Golem has 6 or more HD the ranged option can be used as a move action.
If the Flesh Golem has 12 or more HD the ranged option can be used as a swift action.
If the Flesh Golem has 18 or more HD the ranged option can be used as a immediate action.
Electrodes-As a swift action for 1 round the Flesh Golem can make its Slam attacks deal an additional 1d2 electricity damage. At 4 HD and every other 3 HD increase this damage die one step. If the Flesh Golem is struck by an attack that causes electricity damage then this ability automatically triggers. If it had already activated it then the Flesh Golem is Hasted until the end of its next turn.
Ability Score Increase: The Flesh Golem gains +2 Str at first level plus another +1 at each other level for a total of +8 Str at 7th level.
Strong Stitching: At 2nd level the Flesh Golem gains DR/Adamantine equal to 1/2 HD and SR equal to 11+HD, which he may raise or drop at any time as a free action even if it isn't its turn.
Frankestein's Legacy: The good doctor certainly never planned to be remembered for this kind of work. At 3rd and 4th level pick one of the following options. None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Tale.
Flesh Heap- Increase the Flesh Golem's DR/Adamantine and SR by 4 each.
Electrified-As a standard action the Flesh Golem can generate a blast of electricity that strikes one creature within 10 feet per HD. If it hits, it deals 1d6 electricity damage per HD and makes the target entangled and drop to the ground if flying. A reflex save with DC 10+1/2 HD+Str mod halves this damage and negates the entanglement and dropping. The Flesh Golem may overcharge this attack, doubling its range and making the target automatically fail the save, but then can't use this ability again for 1d4 rounds.
Master Human Harvest-You need Human Harvest to pick this. You can now combine bits from two different donors in three of your body parts, and make operations in yourself in just 5 rounds. You may pick this option twice to combine bits from different donors in all six body parts, assuming you had picked Human Harvest twice.
Fresh Meat-The Flesh Golem gains a bite natural attack dealing 1d8+half Str mod as a secondary attack. When it hits a living corporeal creature, the Flesh Golem heals half the damage inflicted.
Invulnerability: At 4th level the Flesh Golem can fully ignore harmful effects of spells of level (Flesh Golem level/2)-1. This isn't just limited to spells which allow SR. A Flesh Golem would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over its plating.
In addition, the Flesh Golem can fully ignore harmful Su abilities from opponents with less HD than it has Flesh Golem levels.
The Flesh Golem may still let beneficial effects affect him as normal.
Frankestein's Horror: The good doctor feared his own creation. At 5th and 6th levels pick one of the below abilities. None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Legacy.
Rot- As a swift action the Flesh Golem can release toxic fumes in a burst of 30 feet centered on itself, dealing 1d6 damage per 2 HD and inflicting Slow on those damaged. A Fort save with DC 10+1/2 HD+Str mod halves this damage and negates the slow. Corporeal undead as well as constructs made from organic materials can be affected by Rot but they gain a +5 bonus on the save. The Flesh Golem takes 1d6 damage per 2 HD each times it uses this ability, that can't be prevented or reduced by any means.
Static Field- As a standard action the Flesh Golem can inflict 1d6 electricity damage per HD on all enemies in a burst of 20 feet plus 5 feet per HD. A reflex save halves this damage. Allies on the same area gain a +2 profane bonus to Attack rolls, damage rolls, AC, saves and skill checks for 1 round.
Butcher- The Flesh Golem's Slam attacks inflict 1 Str damage. Corporeal undeads and constructs made of organic materials will be affected by this. Even other creatures normally immune to ability score damage can be affected, but they're allowed a Reflex save with DC 10+1/2 HD+Str mod to resist.
Stich Limb-The Flesh Golem learns how to pick a fresh limb from an humanoid and add it to itself as a 1 minute operation. An arm grants one extra Slam attack that deals damage as if it was one size category smaller, while a leg improves movement speed by 10 feet. You can pick this option multiple, each extra allows you to add another limb. When you roll a natural 1 on a save or are hit by a confirmed critical you automatically lose one such extra limb picked at random.
Doctoral Human Harvest-You need Master Human Harvest to pick this. You can now combine bits from three different donors in the three of your body parts that you had chosen for Master Human Harvest, and make operations in yourself in just 1 rounds. You may pick this option twice to combine bits from different donors in all six body parts, assuming you had picked Master Human Harvest twice.
Meat Fodder- You need Master Human Harvest to pick this. When you make an Human Harvest operation you heal HP equal to 1/5 the max HP of the donor. In addition your max HP increases by an amount equal to your HD times the highest Con bonus between your donors.
Growth: At 6th level the Flesh Golem grows one size category.
Frankestein's Madness: Why did the good doctor ever started this whole thing? At 7th level pick one of the following options. None can be picked more than once unless noted otherwise. In alternative pick two from Frankestein's Horror.
System Specialization-Flesh Pick one of the following options.
Skin-The Flesh Golem's skin becomes a lot more elastic and a lot less ugly. It can add its Str mod to Diplomacy checks and Bluf checks. Half its natural armor now applies against Touch attacks. Double the reach of its Slam attacks. As a swift action it can grant itself immunity against one type of element, or one of slashing/bludgeoning/piercing damage, or one spell of its choice. The immunity lasts until another is picked, and can be activated even if the Flesh Golem can't take actions.
Digestive-As a standard action the Flesh Golem can breath Acid on a cone with 60 feet plus 20 feet per HD that deals 1d6 acid damage per HD and inflicts the Nauseated condition. A reflex save with DC 10+1/2 HD+Str mod halves the damage and reduces the nauseated to sickened. Once used the Flesh Golem must wait 1d4+1 rounds before being able to use this again. In addition as a standard action the Flesh Golem can attempt to swallow another creature of its own size or smaller inside its Slam reach. It must succeed on a melee touch attack and Str check against the target. If the Flesh Golem wins both, the victim is pulled inside. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the digestive juices. A swallowed creature can cut its way out by dealing damage to the Flesh Golem's digestive tract (AC 10+Str modifier) equal to its HD+Str score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Flesh Golem can compress any number of creatures inside. Don't ask how. The last wizard who tried to figure out how went mad. If the Flesh Golem had a Bite attack, whenever it hits an opponent with it may try to activate this ability as a free action on the victim, gaining a +5 bonus on the Str check.
Circulatory-The Flesh Golem gains fast healing equal to its Str mod, and once per 2 rounds can use any one maneuver of the
Septette for the Dead school, assuming the maneuver isn't of a level higher than ½ its HD. The Flesh Golem can count as having ranks in Disguise equal to 3+HD, IL equal to HD and can spend maximum blood charges for the purpose of those maneuvers. It cannot replicate the same maneuver more than once per hour.
Respiratory-The Flesh Golem can add its Str mod to Reflex saves, gains the Evasion ability, and can fly with a speed equal to its base speed. Once per hour it can replicate any one spell with the [Sonic] or [Air] descriptor with CL=HD and save DC 10+1/2 HD+Str mod, if any, as a SLA, assuming its level isn't higher than ½ HD.
Muscle-The Flesh Golem gains the Powerful Build ability. It can add its Str mod to Fort saves. As a swift action it can grant itself a profane bonus to Str equal to 2+half HD for 1 round.
Neo Human Harvest-You need Master Human Harvest picked two times to choose this. You can now combine bits from four different donors in six of your body parts chosen for Master Human Harvest, and make operations in yourself with just a move or swift action.
Dismember-You can pull out an oponnent's limb of your choice as a standard action melee attack or as a charge attack (the attack still deals normal damage, only one attack) unless they suceed on a Fort save with DC 10+1/2 HD+Str mod (including eyes to make them blind, mouth to make them unable to speak, ears to make them deaf).The limb can't be used until the target receives regeneration or a Heal check with DC 20+Str mod as a fullround action to reattach the limb. A crippled leg reduces speed by half, stacking until no legs are left, in which case the creature can only crawl at speed 5 feet, while a crippled wing makes flight impossible. A crippled head instantly kills the target, but they get a +5 bonus on their Fort save on that case. Corporeal undead and golems made by organic materials can be affected by this but they gain a +5 bonus on the save.
You can also use Dismember as a fullround action, in which case you make one dismembering attack plus another per 6 HD you have.
Abomination-Anyone seeing the Flesh Golem at the start of their turns must make a Will save with DC 10+1/2 HD+Str mod or be frightened for 1 round. Even if they save they're Shaken for 1 round, but then they can't be affected by the same Flesh Golem's fear aura for 1 hour. Humanoids take a -4 penalty on this save and are panicked for 1 round instead if they fail. If the Flesh Golem has 14 or more HD even creatures normally immune can be affected, but they receive a +5 bonus on the save.
Power Surge-Once per hour the Flesh Golem may either fullattack or charge and then cast a spell with the [Electricity] descriptor with CL=HD and save DC 10+1/2 HD+Str mod, if any, as a SLA, assuming its level isn't higher than ½ HD. Regardless of the spell chosen, for the next 5 rounds anyone harming the Flesh Golem suffers a shocking feedback, taking electricity damage equal to its HD.
Friendly Fury
Pre-requisite: Flesh Golem 1st level.
Benefit: When you go Bersek, you never attack creatures that have been friendly to you for the last 24 hours.
Flesh Unholy: The Flesh Golem is healed by negative energy, but is harmed by positive energy. Spells that use positive energy automatically bypass the Flesh Golem's SR and Invulnerability ability.
Flesh Science: You don't gain extra HP if you pick this option. Instead of Construct Traits, the Flesh Golem gains the CAST Subtype of the
Android-Unlike other constructs, an Android has a Constitution score.
-Unline other constructs, an Android does not have low-light vision or darkvision.
-Unlike other constructs, an Android is not immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and effects that cause the sickened condition..
- An Android heals damage twice as fast as a living creature thanks to advanced self-maintenance procols.
-Unlike other constructs, Androids are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
-As CASTs, Android can be affects by spells that target living creatures as well as by those that target constructs. Damage dealt to an Android can be healed by a cure light woulds spell or a repair light damage spell, for example, and an Android is vunerable to a disable construct spell and harm. Spells from the healing subschool and supernatural abilities that cure hit point damage provide their normal effect to an Android.
-An Android responds slightly differently from other living creatures when reduced to 0 hit points. an Android with 0 hit points is disabled, justl ike a living creature. He can only take a single move action or standard action in each round, but strenous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, an Android is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Android does not lose additonal hit points unless more damage is dealt to him, as with a lving creature that is stable.
-As a CAST, an Android can be raised of resurrected.
-An Android does not need to eat, sleep, or breathe, but he can stil benefit from the effects of consumable spells and magic items suchs as heroes' feast and potions.
-Although CASTs do not need sleep, an Android wizard must rest for 8 hours before preparing spells.
Been some time since I did a monster, so decided to take on a core classic one.
Basic flesh golem is as bland as they come, luckily plenty of other media to draw inspiration from.
Sleepy... Long week...
If you want to play the corpse bundle animated by SCIENCE!, then the flesh golem's for you!