Flesh Golem

**Type:** Construct

A Flesh Golem is a ghoulish collection of human body parts from numerous donors, stitched together into a single composite form and given animation by the implanting of an elemental spirit.

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*
* CR:
* 7
* 13
Use the selections above this line to see a specific CR

CR: 7

**HD:** 9
**Advancement HD:**
     10-18 HD; (Large)
     19-27 HD; (Huge)

## Combat

HP: **69**
**HD:** 9d10  + 20
**Massive Damage:** N/A
Hit DC: **18**
     (Dex): -1
     Size: -1     Natural Armor: 10
**Touch DC:** 8
**Flat-Footed DC:** 18
BAB: **+6**
**Grapple:** 15
     (Str): +5
      **Attack 1:** +10 melee melee (2d8+5, slam; bludgeoning)

Full Attacks
 General Stats
Initiative: **-1**
**Fight Space:** 10 ft. X 10 ft.
**Reach:** 10 ft.
Base: **30 ft.**
     **Run:** x1 (30 ft.)
**Light:** up to 459 lb.
**Medium:** 460-918 lb.

## Special Qualities

**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).

## Skills

**Table: Flesh Golem Skills**

CR: 13

**HD:** 20
**Advancement HD:**
     10-18 HD; (Large)
     19-27 HD; (Huge)

## Combat

HP: **150**
**HD:** 20d10  + 40
**Massive Damage:** N/A
Hit DC: **19**
     (Dex): -2
     Size: -2     Natural Armor: 13
**Touch DC:** 6
**Flat-Footed DC:** 19
BAB: **+15**
**Grapple:** 32
     (Str): +9
      **Attack 1:** +22 melee melee (4d6+9, slam; bludgeoning)

Full Attacks
 General Stats
Initiative: **-2**
**Fight Space:** 15 ft. X 15 ft.
**Reach:** 15 ft.
Base: **30 ft.**
     **Run:** x1 (30 ft.)
**Light:** up to 2796 lb.
**Medium:** 2797-5598 lb.

## Special Qualities

**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).