Golem, Flesh (CR 7)

Large Construct
Alignment: Always neutral
Initiative: -1 (Dex); Senses: darkvision 60 ft. and low-light vision
Languages: Cannot speak


AC: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Hit Dice: 9d10+30 (79 hp); DR: DR 5/adamantine
Fort +3, Ref +2, Will +3
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Slam +10 melee
Full Attack: 2 slams +10 melee
Damage: Slam 2d8+5
Special Attacks: Berserk
Abilities: Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic
Feats: -
Skills: -
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Treasure/Possessions: None

Source: Monster Manual

Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces.

The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem's creator.

A flesh golem is a ghoulish collection of stolen human body parts, stitched together into a single composite form. It stands 8 feet tall and weighs almost 500 pounds. Its skin is the sickly green or yellow of partially decayed flesh. A flesh golem smells faintly of freshly dug earth and dead flesh, and no natural animal willingly tracks one.

The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. The golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

Combat

Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactic. They are emotionless in combat and cannot be easily provoked.

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, such as "Remain in an area and attack all creatures that enter" (or only a specific type of creature), "Ring a gong and attack," or the like.

Since golems do not need to breathe and are immune to most forms of energy, they can press an attack against an opponent almost anywhere, from the bottom of the sea to the frigid top of the tallest mountain.

Flesh golems often fare poorly in combat thanks to their fairly low AC, though they can easily crush foes that lack magic weapons. A flesh golem supported by an ally that can launch electrical attacks is fearsome indeed.

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.

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.

Construction

Creating a golem involves extended magical rituals that require two months to complete. 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.

The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies, one for each limb, the torso (with head), and the brain. In some cases, more bodies may be necessary.

The 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 and protection from arrows.