id | 343 |
---|---|
Name | Golem:Flesh |
SizeAndType | Large Construct |
HitDice | 9d10 (49) |
Initiative | -1 (Dex) |
Speed | 30 ft. (can't run) |
ArmorClass | 18 (-1 size, -1 Dex, +10 natural) |
Attacks | 2 slams +10 melee |
Damage | Slam 2d8+5 |
FaceAndReach | 5 ft. by 5 ft./10 ft. |
SpecialAttacks | Berserk |
SpecialQualities | Construct, magic immunity, damage reduction 15/+1 |
Saves_Fort | 3 |
Saves_Ref | 2 |
Saves_Will | 3 |
Abilities | Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1 |
Skills | |
Feats | |
ClimateAndTerrain | Any land and underground |
Organization | Solitary or gang (2-4) |
ChallengeRating_Value | 7 |
Treasure | None |
Alignment | Always neutral |
Advancement | 10-18 HD (Large); 19-27 HD (Huge) |
Description |
A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence. Golems do not need to breathe and are immune to most forms of energy. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and 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, 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). It takes 1 minute of rest by the golem to reset the golem's berserk chance to 0%. Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against electricity effects. Construction The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it. Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to establish. When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem's body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem's body can be reused, as can the laboratory. Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls. The flesh golem costs 50,000 gp to create, which includes 500 gp for the construction of the body. Assembling the body requires a successful Craft (leatherworking) or Heal check (DC 13). The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 1,000 XP from the creator and requires bull's strength, geas/quest, limited wish, polymorph any object, and protection from arrows. |