Flesh Golem
Tough and slow to fall, this stitched-together brute risks flying into an uncontrollable rage the more damage it takes.
A lurching patchwork of stitched corpses given crude life, the flesh golem is slow, hard to put down, and prone to murderous fits when it takes enough punishment. At the table it is a relentless wall that turns reckless the closer it comes to falling.
In play
Berserk A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk.
Level 8
Perception +12 · Senses darkvision · Skills Athletics +19
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | -1 | +3 | -5 | +0 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 26 | +18 | +14 | +15 |
HP 140 · Immunities bleed, disease, death effects, electricity, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious · Resistances physical 5 (except adamantine)
Speed 25 feet
Actions
- Melee Fist [Single Action] +20 (reach 10 ft, Magical), Damage 2d10+7 bludgeoning