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Flesh Golem

Creature 8 (uncommon) — construct, golem, mindless

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDconstructgolem

Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from h

Source: pathfinder-bestiary (Pre-Remaster)

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 electricity, mental
Resistances physical (except adamantine) 5
Speed 25 feet

Offense

Melee Fist (magical, reach-10, unarmed) +20, Damage 2d10+7 bludgeoning

Abilities

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.
Electric Reflexes
Golem Antimagic — Harmed by fire (5d8 untyped, 3d4 untyped from areas or persistent damage); healed by electricity (area 2d4 healing HP); slowed by cold
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.

Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.

Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.

Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
Vulnerable to Flesh to Stone — Casting a Petrify spell on the flesh golem affects the golem normally.
Berserk Slam

WORKS WELL WITH

AnvilLANDAnvil holds enemy attention while the golem delivers high single-target slam damage.
WeaverLANDWeaver controls enemy positioning to keep targets within the golem's reach.
SniperLANDSniper deals consistent damage from range while the golem occupies the melee frontline.

PUNISHES

✖ non-adamantine attacks✖ electricity damage
Berserk hazard when damaged threatens melee-stacked formations.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary.

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