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 | {{{stride}}} |
THAC0 | 17 |
Hp/Die | 2d4 |
Attack Forms | fist/fist |
Damage | 2–16/2–16 |
Special Attacks | magic to hit, natural immunities, resurrection, strength (19) |
Flesh golems are constructed, animated beings created from the corpses of humanoids, most commonly human. The method of their creation is detailed under the 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. 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.
Form
Due to the materials of their construction, flesh golems are horrifically ugly, possessing a charisma that varies between 0 and 2. This is not sufficient to invoke the effects of 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 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 and intelligence check; if either fails, the would-be communicant must give ground and end the conversation before it has a chance to produce results.
See Bestiary