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)