Difference between revisions of "Flesh Golem"

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{{Bestiarychart
 
{{Bestiarychart
 
| name = Flesh Golem
 
| name = Flesh Golem
| species = [[Construct|construct]]
+
| species = [[Construct (entity)|construct]]
 
| noapp = 1
 
| noapp = 1
 
| behaviour = servant
 
| behaviour = servant
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| HD = 7
 
| HD = 7
 
| AP = 5
 
| AP = 5
 +
| stride = 7
 
| THAC0 = 17
 
| THAC0 = 17
 
| hpdie = 2d4
 
| hpdie = 2d4
| attack = fist/fist
+
| attack = '''2''': two [[Fist (attack)|fists]]
| dmg = 2–16/2–16
+
| dmg = fist (2–16)
 
| special = [[Magic to Hit|magic to hit]], [[Natural Abilities|natural immunities]],<br>[[Resurrection (spell)|resurrection]], [[Strength (ability stat)|strength (19)]]
 
| special = [[Magic to Hit|magic to hit]], [[Natural Abilities|natural immunities]],<br>[[Resurrection (spell)|resurrection]], [[Strength (ability stat)|strength (19)]]
 
}}
 
}}
 +
'''Flesh golems''' are constructed, animated beings formed from the corpses of [[Humanoid|humanoids]], most commonly [[Human Race & Physiology|human]]. The process of their creation is outlined in the [[Sage Study|sage study]], [[Golems (sage study)|golems]]. Unlike other constructs, a flesh golem possesses intelligence and independent thought, making it distinct from its mindless counterparts. However, once animated, it lacks knowledge and understanding, requiring education from its creator. This process demands patience and dedication, but if completed successfully, the flesh golem becomes a devoted [[Follower|follower]]. Over time, the creator can rely on the golem as a trusted ally, capable of independent action while remaining steadfast in its support of its master.
 +
[[File:Flesh Golem.jpg|left|350px|thumb]]
 +
__TOC__Due to the nature of its construction, a '''flesh golem''' is grotesquely hideous, possessing a [[Charisma (ability stat)|charisma]] score ranging from 0 to 2. While its appearance does not directly induce the effects of [[Horror (effect)|horror]], it provokes instinctive revulsion, causing discomfort and alarm in those who see it clearly. To mitigate this reaction, a flesh golem will almost always shroud itself beneath cloaks or heavy garments, keep its face obscured or engage with others in dimly lit or shadowed settings.
  
'''Flesh golems''' are constructed, animated beings created from the corpses of [[Humanoid|humanoids]], most commonly [[Human Race & Physiology|human]].  The method of their creation is detailed under the [[Sage Study|sage study]], [[Golems (sage study)|golems]]. Unlike other constructions, however, the flesh golem is highly intelligent and able to think for itself. Once created, it must be educated, which requires some resolve on behalf of its creator ... but if this can be accomplished, the flesh golem will become the creator's loyal [[Follower|follower]]. This will enable the creator to rely upon the golem as an ally, while the golem acts on its own in support of the creator.
+
== Nature ==
 +
Despite its dreadful visage, the flesh golem is highly intelligent and articulate. So long as it remains unseen, it is capable of speaking in a [[Charisma (ability stat)#Commonplace|commonplace]] manner, presenting itself as reasoned and composed. However, a lingering odour betrays its presence — a subtle but unsettling scent with the faint undertone of decay. While difficult for most to recognise, those familiar with the dead, such as gravediggers or morticians, will immediately understand its true nature. For those who realise the source, the psychological effect magnifies the perceived stench, making it seem far worse than it truly is.
  
[[File:Flesh Golem.jpg|left|315px]]
+
Interacting with a flesh golem in an open setting, or once its odour is consciously recognised, requires a successful [[Wisdom (ability stat)|wisdom]] and [[Intelligence (ability stat)|intelligence]] [[Ability Checks|'''check''']]. If either fails, the individual will instinctively recoil, unable to maintain the conversation long enough to reach a meaningful exchange.
== Form ==
 
Due to the materials of their construction, flesh golems are horrifically ugly, possessing a [[Charisma (ability stat)|charisma]] that varies between 0 and 2.  This is not sufficient to invoke the effects of [[Horror (effect)|horror]], but it will force others to cringe with distress and alarm when obtaining a full view of the creature.  For this reason, the golem will almost always cloak itself, hiding its face, or addressing others in dark places.  Due to its intelligence, the flesh golem is erudite; and so long as it cannot be seen, it is able to be [[Charisma (ability stat)#Commonplace|commonplace]] when communicating.  However, there will remain a lingering odour, that most will be aware of, though it's exact nature — the tincture of rotting flesh — will be very hard to define unless one is a gravedigger or mortician.  For those who are aware of what the smell is, however, that recognition will cause the smell to seem much, much worse than it is.
 
 
 
Communicating with the flesh golem in the open, or once the odour is known, will require both a [[Wisdom (ability stat)|wisdom]] and intelligence [[Ability Checks|'''check''']]; if either fails, the would-be communicant must give ground and end the conversation before it has a chance to produce results.
 
  
 
== Advantages ==
 
== Advantages ==
Being made of flesh, these golems are subject to most elemental attacks that would affect humanoids, such as [[Fire-based Attacks|fire]], [[Acidic Attacks|acid]] or [[Petrification|petrification]]. However, they lack nerve endings, so that flesh golems cannot feel pain, nor are their minds similar to humans. This makes them '''naturally immune''' to [[Sleep (spell)|sleep]] and [[Charm|charm]], [[Gas Attacks|gas]], [[Paralysation|paralysation]] or [[Cold Attacks|cold-based attacks]].
+
Being composed of flesh, '''flesh golems''' are vulnerable to many of the same elemental forces that affect humanoids, including [[Fire-based Attacks|fire]], [[Acid-based Attacks|acid]] and [[Petrification|petrification]]. However, their unique construction grants them certain immunities. Lacking nerve endings, they do not experience pain and their minds are fundamentally different from those of living beings. As a result, they are '''naturally immune''' to [[Sleep (spell)|sleep]], [[Charm|charm]], [[Gas-based Attacks|gas]], [[Paralysation|paralysation]] and [[Cold-based Attacks|cold-based attacks]].
  
Flesh golems can only be '''struck by magic weapons''' that have a minimum bonus of +1. Though it has a '''19 strength''', the creature will typically shun weapons, unless specifically asked by its creator to use on.
+
Flesh golems can only be '''struck by magic weapons''' with a minimum enchantment of +1. Despite their '''19 strength''', they typically eschew the use of weapons unless explicitly instructed by their creator. They rely instead on their immense physical power in combat.
  
[[Electrical Attacks|Electricity]] will restore half the number of [[Hit Points|hit points]] to the flesh golem as it would normally do as [[Damage (hit points)|damage]]. If the golem is dead, this restoration will '''resurrect''' the golem (treat as -10 hit points for calculating how many hit points the electricity restores). This resurrection can be performed long after the golem's death, as the golem's flesh wastes away at a rate of only 1% per month. It will cease being a golem once this wastage increases beyond 50% of its original mass.  Once the golem resurrects, it will seek to locate enough dead flesh to restore its mass to 340 lbs., sewing flesh into its own body (which it will know to do).
+
A unique property of the flesh golem is its reaction to [[Electro-based Attacks|electricity]], which restores half the amount of [[Hit Points|hit points]] that would normally be lost as [[Damage (hit points)|damage]]. If a flesh golem is destroyed, a sufficient surge of electricity can '''resurrect''' it, treating it as if it were at -10 hit points when determining how much healing occurs. This revival is not time-sensitive, as the golem's flesh deteriorates at an extremely slow rate only 1% per month. If the golem's remains lose more than 50% of their original mass, the creature ceases to be a golem and cannot be revived. If successfully resurrected, it will instinctively seek out and graft additional flesh to restore its mass to 340 lbs., a process it understands innately.
  
The flesh golem will abandon a fight if it feels pressed, as its prime motivation is to keep its body intact. It will not hesitate to jump from a great height or immerse itself, or otherwise seek a hiding place where it cannot be found, so that at a later time, restored, it can again challenge its enemies. During storms, flesh golems will wander into the open, using a long piece of metal as an attractor, in the hopes of being struck by lightning in order to restore itself fully.
+
Flesh golems exhibit strong self-preservation instincts. If a battle turns against them, they will retreat rather than risk destruction. They will leap from great heights, submerge themselves in water or find a hidden refuge where they can remain undetected until they are able to restore themselves. During thunderstorms, a flesh golem will actively seek out open areas, wielding a long metal object as an attractor in the hope of being struck by lightning, which will fully restore its health.
  
 
== Control ==
 
== Control ==
Flesh golems cannot be controlled like other golems.
+
'''Flesh golems''' cannot be commanded or controlled in the manner of other golems. Once brought to life, they possess full autonomy over their actions and decisions. While they may be reasoned with or persuaded to follow their creator's directives, such loyalty is never absolute. Their continued obedience depends upon the nature of their relationship with their maker and the circumstances of their existence.
 +
 
 +
The flesh golem's unnatural form ensures that it will never find acceptance in any public setting, leading to profound alienation. Over time, this isolation can fester into deep resentment and even hatred — both toward the world that shuns it and the creator responsible for its wretched existence.  As a result, any bond between the flesh golem and its maker is tenuous at best, requiring careful negotiation, appeasement or force to maintain.
 +
 
 +
There are means by which the creator can circumvent this growing resentment, though none are simple, nor do they offer guarantees. Some makers seek to provide their golem with a purpose beyond servitude, fostering a sense of identity or belonging that mitigates its alienation. Others impose strict controls through magic or psychological manipulation, though such measures rarely hold indefinitely. Ultimately, every creator must discover for themselves the means to manage their creation, learning — often at great cost — how to maintain the fragile balance between authority and the golem's own emerging will.
  
  
 
See [[Bestiary]]
 
See [[Bestiary]]
 +
 +
[[Category: Reviewed]]

Latest revision as of 22:25, 14 February 2025

Flesh Golem
Species construct
No. Appearing 1
Behaviour servant
Range rural, subterranean, urban
Size 6 ft. 8 in. tall
Weight 340 lbs.
Intelligence 13
Armour Class 9
Hit Dice 7
Action Points 5
Max. Stride 7
THAC0 17
Hp/Die 2d4
Attack Forms 2: two fists
Damage fist (2–16)
Special Attacks magic to hit, natural immunities,
resurrection, strength (19)

Flesh golems are constructed, animated beings formed from the corpses of humanoids, most commonly human. The process of their creation is outlined in the sage study, golems. Unlike other constructs, a flesh golem possesses intelligence and independent thought, making it distinct from its mindless counterparts. However, once animated, it lacks knowledge and understanding, requiring education from its creator. This process demands patience and dedication, but if completed successfully, the flesh golem becomes a devoted follower. Over time, the creator can rely on the golem as a trusted ally, capable of independent action while remaining steadfast in its support of its master.

Flesh Golem.jpg

Due to the nature of its construction, a flesh golem is grotesquely hideous, possessing a charisma score ranging from 0 to 2. While its appearance does not directly induce the effects of horror, it provokes instinctive revulsion, causing discomfort and alarm in those who see it clearly. To mitigate this reaction, a flesh golem will almost always shroud itself beneath cloaks or heavy garments, keep its face obscured or engage with others in dimly lit or shadowed settings.

Nature

Despite its dreadful visage, the flesh golem is highly intelligent and articulate. So long as it remains unseen, it is capable of speaking in a commonplace manner, presenting itself as reasoned and composed. However, a lingering odour betrays its presence — a subtle but unsettling scent with the faint undertone of decay. While difficult for most to recognise, those familiar with the dead, such as gravediggers or morticians, will immediately understand its true nature. For those who realise the source, the psychological effect magnifies the perceived stench, making it seem far worse than it truly is.

Interacting with a flesh golem in an open setting, or once its odour is consciously recognised, requires a successful wisdom and intelligence check. If either fails, the individual will instinctively recoil, unable to maintain the conversation long enough to reach a meaningful exchange.

Advantages

Being composed of flesh, flesh golems are vulnerable to many of the same elemental forces that affect humanoids, including fire, acid and petrification. However, their unique construction grants them certain immunities. Lacking nerve endings, they do not experience pain and their minds are fundamentally different from those of living beings. As a result, they are naturally immune to sleep, charm, gas, paralysation and cold-based attacks.

Flesh golems can only be struck by magic weapons with a minimum enchantment of +1. Despite their 19 strength, they typically eschew the use of weapons unless explicitly instructed by their creator. They rely instead on their immense physical power in combat.

A unique property of the flesh golem is its reaction to electricity, which restores half the amount of hit points that would normally be lost as damage. If a flesh golem is destroyed, a sufficient surge of electricity can resurrect it, treating it as if it were at -10 hit points when determining how much healing occurs. This revival is not time-sensitive, as the golem's flesh deteriorates at an extremely slow rate — only 1% per month. If the golem's remains lose more than 50% of their original mass, the creature ceases to be a golem and cannot be revived. If successfully resurrected, it will instinctively seek out and graft additional flesh to restore its mass to 340 lbs., a process it understands innately.

Flesh golems exhibit strong self-preservation instincts. If a battle turns against them, they will retreat rather than risk destruction. They will leap from great heights, submerge themselves in water or find a hidden refuge where they can remain undetected until they are able to restore themselves. During thunderstorms, a flesh golem will actively seek out open areas, wielding a long metal object as an attractor in the hope of being struck by lightning, which will fully restore its health.

Control

Flesh golems cannot be commanded or controlled in the manner of other golems. Once brought to life, they possess full autonomy over their actions and decisions. While they may be reasoned with or persuaded to follow their creator's directives, such loyalty is never absolute. Their continued obedience depends upon the nature of their relationship with their maker and the circumstances of their existence.

The flesh golem's unnatural form ensures that it will never find acceptance in any public setting, leading to profound alienation. Over time, this isolation can fester into deep resentment and even hatred — both toward the world that shuns it and the creator responsible for its wretched existence. As a result, any bond between the flesh golem and its maker is tenuous at best, requiring careful negotiation, appeasement or force to maintain.

There are means by which the creator can circumvent this growing resentment, though none are simple, nor do they offer guarantees. Some makers seek to provide their golem with a purpose beyond servitude, fostering a sense of identity or belonging that mitigates its alienation. Others impose strict controls through magic or psychological manipulation, though such measures rarely hold indefinitely. Ultimately, every creator must discover for themselves the means to manage their creation, learning — often at great cost — how to maintain the fragile balance between authority and the golem's own emerging will.


See Bestiary