Actions/Abilities/Traits: Basic Fantasy
Offense
2 fists
Circumstance: Combat
2d8/2d8
Special
Cold and Fire Vulnerability
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
Special
Lightning and Electricity Healing
Attacks using lightning or electricity heal 1 point of damage per every 3 points the attack would normally inflict, rounded down; further, such an attack breaks any ongoing slow effect on the golem. As usual, healing will not increase the monster above its normal hit points. For example, a flesh golem hit by a lightning bolt which should deal 14 points of damage instead receives up to 4 points of healing.
Environments
any
Horrible creations made of body parts from deceased humanoids, crudely stitched together and animated by magic
Flesh golems are horrible creations made of body parts from deceased humanoids (including all character races as well as humanoid monsters), crudely stitched together and animated by magic. A flesh golem is 8 feet tall and weighs about 450 pounds.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
any
Offense
2 Attacks
Circumstance: Combat
2d8/2d8
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
See below
Special
Extreme Strength
A flesh golem is extremely strong and can break down doors and other wooden structures.
Special
Immunity to Normal Weapons
It cannot be damaged with normal weapons; magical weapons damage normally.
Special
Spell Immunity
Most spells have no effect on the monsters; cold and fire based spells will slow the golem to 50% speed for 2d6 combat rounds, while electrical attacks restore previous damage dealt to the golem at a rate of 1 hit point per die of damage inflicted by the spell (example: an 8 hit dice lightning bolt will restore 8 hit points of damage).
Special
Berserk Risk
1% cumulative chance per melee round of going berserk and attacking all targets in sight. Creator can attempt to reassert control at 10% per round.
Construct made from flesh that follows simple commands
A flesh golem follows simple commands by its creator, and can be ordered to stop all activity until a specific event takes place. For each melee round spent in combat, the flesh golem stands a 1% cumulative chance of going berserk and attacking all targets in sight. The golem's creator can attempt to reassert control at a chance of 10% per round.
A flesh golem is created with a magical tome written for such a process or by a magic user (of at least 14th level) using the following spells: wish, polymorph object, geas, strength, and protection from normal missiles. One thousand gold pieces per hit point of the golem is spent on material components, and the entire creation process takes one month.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Ability
Berserk
A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.
Ability
Berserk Slam
1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target prone.
Ability
Electric Reflexes
Circumstance: Trigger: The golem takes electricity damage and a creature is adj
The golem lashes out and tries to grab a nearby creature. The golem attempts an Athletics check to Grapple an adjacent creature. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success.
Ability
Golem Antimagic
harmed by fire (5d8, 3d4 from areas or persistent damage); healed by electricity (area 2d4 HP); slowed by cold
Ability
Vulnerable to Flesh to Stone
Casting a flesh to stone spell on the flesh golem affects the golem normally.
Offense
Melee
Circumstance: combat round (melee)
fist +20 [+15/+10] (magical, reach 10 feet), Damage 2d10+7 bludgeoning
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Golem
Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
bleed
death effects
disease
doomed
drained
electricity
fatigued
healing
magic (see below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 5 (except adamantine)
Actions/Abilities/Traits: Pathfinder 2e