CREATURE 8
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 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.
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