Golem, Flesh
rating: 0+x

By Collective Restraint

Note: This creature was originally published in the 3E Monster Manual.

ST: 21 HP: 25 Speed: 5.25
DX: 9 Will: 10 Move: 5
IQ: 0 Per: 10 Weight: 500 lbs.
HT: 12 FP: N/A SM: +1
Dodge: 8 Parry: 9 DR: 2

Slam (12): 2d+1 crushing. Reach C, 1.

Traits: Automaton; Berserk* (See Notes); Cannot Learn; Darkvision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Infravision; Doesn’t Sleep; DR 3 (against non-magical and non-adamantine weapons); Immunity (All mind control); Immunity to Metabolic Hazards; Injury Tolerance (Homogenous); Magic Resistance 20; Night Vision 5; Single-Minded; Unfazeable; Unhealing (Partial, See Notes).
Skills: Brawling-12.
Class: Construct.
Combat Effectiveness Rating: 61 (OR 9 and PR 52).
Notes: Magical attacks that deals cold or fire slows a flesh golem same as the Decreased Time Rate disadvantage for 2d seconds. A magical attack that deals electricity damage breaks any Decreased Time Rate effects on the golem and heals 1 HP for each 2 points of electricity damage.
A flesh golem in combat has greater chances of becoming Berserk the longer it stays in that mode. Roll for Self-Control each second of combat and use the table below for the target number.

Seconds in combat Self-Control Number
1 17
2 16
3-5 15
6-10 14
11-16 13
17-25 12


Adventure Ideas

This Web site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Web site may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. DUNGEONS & DRAGONS® and D&D® are trademarks of Wizards of the Coast and D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at www.wizards.com.