Flesh Golem

CREATURE 8

uncommon n large construct golem mindless 

Perception +12; darkvision

Skills Athletics +19

Str +5 Dex -1 Con +3 Int -5 Wis +0 Cha -5

AC  26; Fort +18, Ref +14, Will +15

HP 140; Immunities bleed, electricity, mental, poison, disease, death effects, doomed, drained, fatigued, healing, magic (see below), necromancy, nonlethal attacks, paralyzed, sickened, unconscious; Resistances physical 5 (except adamantine)

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.

Golem Antimagic harmed by fire (5d8, 3d4 from areas or persistent damage); healed by electricity (area 2d4 HP); slowed by cold.

Vulnerable to Flesh to Stone Casting a flesh to stone spell on the flesh golem affects the golem normally.

Electric Reflexes [R] Trigger The golem takes electricity damage and a creature is adjacent to it. Effect 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.

Speed 25 feet

Melee [>] fist +20 (magical, reach 10 feet), Damage 2d10+7 bludgeoning

Berserk Slam [>] Requirements The flesh golem is berserk. Effect The flesh golem Strikes with its fist at a –1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target prone.

Bestiary, page 185. Expanded in LOIL.

Open Flesh Golem in the interactive creatures list or browse all creatures starting with F.