Category:Flesh Golem: Difference between revisions
| Line 61: | Line 61: | ||
Combat | ====Combat==== | ||
Berserk (Ex): see [[Denizens of Darkness]]/[[Denizens of Dread]] | Berserk (Ex): see [[Denizens of Darkness]]/[[Denizens of Dread]] | ||
| Line 69: | Line 69: | ||
Creation | ====Creation==== | ||
Minimum of six donor bodies, each furnishing one of the following: [[brain]], [[torso]] (including [[head]]), [[limb]] (4). | Minimum of six donor bodies, each furnishing one of the following: [[brain]], [[torso]] (including [[head]]), [[limb]] (4). | ||
Revision as of 22:53, 8 February 2011
|
|
This section contains canon info from officially published sources |
The flesh golem is a large magically animated construct and as such lacks the dread golem template. It is a mindless automaton that obeys in the most straightforward way possible the orders of its maker, drawing no conclusions and taking no initiative. The creature will not resort spontaneously to special actions such as tripping or disarming, but it may either be given a specific instruction to make one such attack or may be directed as necessary by a maker who is immediatley at hand. When issuing instructions to the animate thing, its maker is wise to error on the side of simplicity. The creature is usually lent the shape of a humanoid and even when inactive sticks out due to its stitches. Its employment is often as a
A x golem can be found in
Its first appearance
Construction
|
|
This section contains canon info from officially published sources |
Caster Level 8th is set as the minimum for the creation of a flesh golem. Such a maker would, however, need the direct assistance of a 13th level arcane spellcaster or at least a spell scroll purchased from such an individual or otherwise acquired. The maker pours 10,500 gp (or its equivalent) into bringing his or her idea to "life". Of this total, 500 gp are spent on special unguents and bindings. Fashioning the thing's bodytakes three weeks and a successful Craft (Leatherworking) or [[Heal (Skill) check (DC 13). The ultimate animation of the thing requires 780 XP from the caster and the casting of the following spells: animate dead, bull’s strength, geas/quest, and limited wish.
|
|
This section contains Homebrew non-canon info, created by fans |
The typical maker of a bone golem is an arcane spellcaster of at least the 13th level. He or she pours 10,500 gp (or its equivalent) into bringing his or her idea to "life". Of this total, 500 gp are spent fashioning the thing's body, which takes 6 weeks in subzero conditions (absence preservation magic such as the spell gentle repose) and a successful Heal (Skill) or Knowledge (Anatomy) check (DC 18). The ultimate animation of the thing requires 780 XP from the caster and the casting of the following spells: animate dead, bull’s strength, geas/quest, and limited wish.
Official Errata Denizens of Darkness/Denizens of Dread
Hit points are listed as 12d10 (49 hp). However, with the average hit points (5.5/level x 12), it should be 66. But in addition, from the monster manual Core Book, constructs gain bonus hit points according to size. As large creatures, Dread Flesh Golems should have +30. So the entry should read: Hit Dice: 12d10+30 (96 hp). (Error spotted by fan, easily corrected).
Unofficial Errata Denizens of Darkness/Denizens of Dread
Flesh Golem
9d10+30 (79 hp)
Initiative: -1
Speed: 30ft
AC 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 (2d8+5)
Full Attack: 2 Slam: +10 (2d8+5)
Space/Reach 10 ft./ 10 ft.
Special Attacks: beserk
Special Qualities: Construct traits, low-light vision, darkvision 60 ft, damage reduction 5/adamantine, regeneration, immunity to magic.
Fort +3 / Ref +2 / Will +3
Str 21, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1
OR: 7
Skills: none
Note that an eldritch flesh golem suffers a -4 penalty on Hide checks due to size.
As a mindless creature, an eldritch flesh golem rarely, if ever, makes untrained use of skills impacted by its outcast rating.
Feats: none
Challenge Rating: 7
Alignment: Neutral
Combat
Berserk (Ex): see Denizens of Darkness/Denizens of Dread
Magical Immunity (Ex): see System Reference Document (SRD)
Regeneration (Ex): The creature regenerates all types of damage but at the very slow rate of 1 hit point per hour. The creature cannot regrow a lost body part, but it can reattach one by holding it in place for at least an hour. Should the creature be damaged to the point of having a negative number of hit points, it is reduced to a state of inanimacy and ceases to regenerate. Its repair remains possible by an individual with the craft construct feat, at a cost of 50 gp per hit point of damage repaired and at a rate of 20 hit points of damage repaired per day. Once it has not less than 0 hit poits, a jolt of electricity with the strength to do at least 48 points of damage reanimates it and it begins once more to regenerate any damage that it has suffered.
Creation
Minimum of six donor bodies, each furnishing one of the following: brain, torso (including head), limb (4).
Either subzero conditions, or the gentle repose spell, or some other means of preserving body parts.
Craft Construct feat
DC 13 Craft (leatherworking) check or DC 13 Heal (skill) check for the assemblage of the body.
10,750 gp of which 500 gp is for special unguents and bindings and 500 gp is for fitting out a reusable workshop with appropriate tools. Hence the price for a second flesh golem would drop to 10,250 gp. The construction of the body itself consumes 200 gp. The market price for the creature would be 20,000 gp.
CL 8th
Spells: bull's strength, bone seizure, soul anchor
A jolt of electricity with the strength to do at least 48 points of damage.
John W. Mangrum's Flesh Golem Lore[1]
|
|
This section contains Potential-canon info, revealed by the creators from never-published sources |
Monster Manual (under Golem)
Characters with ranks in Knowledge (Arcana) can learn more about flesh golems. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
DC 19: This hideous, humanoid composite of crudely stitched-together body parts is a flesh golem. This result reveals all construct traits. This result also reveals the procedure for creating flesh golems.
DC 24: A flesh golem is immune to almost all forms of magic, and its unnatural flesh deflects most minor attacks. However, adamantine weapons can prove effective, and magical cold and fire slow the creature for several moments.
DC 29: A flesh golem flails at foes with its powerful fists. Rather than dealing damage, magical electricity actually repairs a flesh golem and breaks any slow effect currently affecting it.
DC 34: The elemental spirit animating a flesh golem is only tenuously controlled by its master. The longer a flesh golem fights, the greater the chance that it will fly into a berserk frenzy, attacking all that stands before it — even its master. However, its master can forcefully talk the golem back into submission.
References
Data from the Ravenloft Catalogue
|
Van Richten's Monster Hunter's Compendium I | |
|
Van Richten's Monster Hunter's Compendium I - p243 | ||
|
Van Richten's Monster Hunter's Compendium I - pp205-206, 216-237, 251, 288 | ||
|
Van Richten's Monster Hunter's Compendium I - Section, the Third: The Created | ||
|
Golem, Flesh |
Subcategories
This category has the following 3 subcategories, out of 3 total.
Pages in category "Flesh Golem"
The following 7 pages are in this category, out of 7 total.
