Flesh Golem: Difference between revisions
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| Min-CR = | | Min-CR = 4 | ||
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Restrict-Role-Skirmisher = | | Restrict-Role-Skirmisher = | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Construct | | Type | Construct | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | | | Subtype | | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | ||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | ||
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<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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| NudgeSpace = | | NudgeSpace = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | | NudgeReach = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = 1 | | NudgePriToHit = 1 | ||
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| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
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| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
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| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
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| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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| Role-Only--Replace-Sneak-Power--Description = | | Role-Only--Replace-Sneak-Power--Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage |
Latest revision as of 21:18, 4 February 2023
Flesh Golem (CR 7)
Neutral - Large - Construct |
---|
Lore: | Know (Arcana) | ||
13 | 29 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
20 | +10 |
Passive | Active |
Ambush: |
14+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
125 | 62 | 11 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +4 |
Refl: | +4 |
Will: | +4 |
Strong Against:
- DR 11/- bypassed by Adamantine
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- (Construct 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Construct 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Construct 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Construct 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Offense
- Maneuver Offense Notes: +4 on Overruns
Standard Attack (Melee):
- 2x Smashing Fist +13 (2d8+4/19-20 x2)
as bludgeoning (physical, common)
if both attacks hit, target is knocked Prone.
Full Attack (Melee):
- 2x Smashing Fist +13 (2d8+4/19-20 x2)
as bludgeoning (physical, common)
if both attacks hit, target is knocked Prone.
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage:
- 1x Smashing Fists +12 (1d4)
Statistics
20 |
STR |
16 |
DEX |
— |
CON |
— |
INT |
11 |
WIS |
6 |
CHA |
Special Abilities
Rampage (Ex) Full Attack Action |
Once per round, as a full attack action, a Flesh Golem may move up to half its speed while flailing its massive fists in all directions, smashing everything. Any enemy creature that falls into its reach during this movement is attacked once with Smashing Fists at +12 to-hit inflicting 2d8+4 bludgeoning (physical, common) damage. Rampage does not provoke attacks of opportunity. Note that Flesh Golems may attempt to use an Overrun combat maneuver (1d20 + 15 vs. target's Maneuver Defense) with Rampage if enemies are in their way. |
Vital Spark (Ex) Free Action 1/Rnd, after Lightning damage |
Once per round, if a Flesh Golem is targeted by an electrical effect (e.g. lightning (energy, common) damage), its spell resistance is not checked and it takes no damage or ill effects from the effect. Instead, it is granted a free move action and is healed for 11 points of damage. |
Spell Resistance (Su) Always On |
Flesh golems have spell resistance. In order to affect them with a spell or spell-like ability, the caster must first make a Caster Check versus the golem's Maneuver Defense value (23). If the check is successful, the spell or spell-like ability is resolved as normal. If the caster check fails, the spell is cast, but does not affect the golem in any way. |
Flesh Golem
Flesh Golems are alchemical horrors usually created by people who should probably know better. As all golems, flesh golems are constructs, made things, despite the vile nature of the material used in the construction process.
That said, because flesh golems are usually built from the corpses of sentient creatures, they have a serious stigma associated with them. Even worse, they have a small but real chance of being tainted by necromantic energies, and when this occurs, there is no end of the terrible things that can come about.
Combat Tactics
Flesh golems are quite mindless and, as a result, they don't really bother with tactics too much. They will generally use Rampage every round, with their bonus to Overrun combat maneuvers letting them stomp right over their enemies with nigh-impunity. They will not bother with five foot steps to use their reach for attacks of opportunity, as Rampage does all that for them. No thinking required.
If there's only one foe nearby, they will walk up to it and use Double Smash instead, just for a change of pace. If they are hemmed in, they will use a full attack action to make two normal Smashing Fist attacks, for the chance to inflict critical damage.
If anyone is foolish enough to hit them with an electrical effect, they will usually use the free move action to line up for their next Rampage or Double Smash, using Overrun to move through enemies if required.
Out of Combat
Flesh Golems are frequently used as guardians and servants by the unscrupulous, and their ability to tear through structures and walls makes them favorites with military commanders as well. Flesh Golems will often be found with some simple command set, such as "kill everyone who tries to go through this door", "obey the orders of this person until I order you to stop doing so", or "kill anyone who enters without saying 'Fribbit'". Flesh Golems are not sophisticated enough to apply the complex sorts of nested commands frequently given to more advanced golems.
A downside of this is that sometimes, flesh golems will get "stuck" trying to fulfill a badly worded command, and will seem to go on a mad rampage. This fuels the rumors that flesh golems may have remnants of souls or fragments of consciousness. It's pretty unlikely that any part of a flesh golem's component parts can affect its behavior, but in a magical world, it's hard to say anything is impossible.
Rewards
XP: 3,200
Treasure: Sellable Goods worth 2,875 gp.
- Weight: 70 lbs. Volume: 2.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |