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).
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|
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