Flesh Golem (Template)
A flesh golem is a ghoulish collection of stolen body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Creating a Flesh Golem
“Flesh golem” is a template that can be applied to any creature with solid anatomy: aberrations, animals, beasts, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, outsiders, and vermin (hereafter referred to as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: It's size increases by one step if the creator so desires, although this increases hit dice by an additional +2HD and alters the cost and statistics accordingly.Due to expenses, and limited workspace, many creators opt to not increase the size of the flesh golem. Its type changes to construct.
Hit Dice: Increase hit dice total by 6. Hit die type is same as base creature or d10 whichever is greater. Note that the hit dice of a flesh golem are calculated only from the hit dice total of an average member of the species used. If a golem is made from creatures with class levels, the class hit dice are ignored, unless the flesh golem is sentient (see below).
Speed: Same as base creature; can’t run, unless the flesh golem is sentient (see below).
AC: Flesh golems receive a +8 natural armor bonus. This stacks with the base creature’s innate natural armor value, if any.
Attacks: A flesh golem retains all the natural attacks of the base creature and also gains two slam attacks if it didn’t already have any natural attacks. Flesh golems lack the intelligence and coordination to attack with manufactured weapons, unless the flesh golem is sentient (see below).
Damage: Flesh golems have 2 slam attacks if the base creature didn’t already have natural attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better
Size Damage
Fine 1d2
Diminutive 1d4
Tiny 1d6
Small 1d8
Medium 2d6
Large 2d8
Huge 4d6
Gargantuan 4d8
Colossal 6d6
Special Attacks: A flesh golem retains any Exceptional special attacks of the base creature and also gains those listed below. All spell-like and supernatural special attacks are lost, unless the flesh golem is sentient (see below).
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%, unless the flesh golem is sentient (see below).
Sentient (Ex): Any flesh golem that goes berserk has a 1% chance each round spent in this state of reacquiring the sentience of it's constituent brain and all the class levels formerly lost by the constituent personality, if any. Additionally they do not suffer from many of the limitations of being a flesh golem. They can do anything they could do when they were mortal flesh and blood. This factor leaves many to mistakenly believe them to be truly alive. Even they cannot tell the difference without studing their own physiology. Creatures with limited or even no sentience a limited by their intelligence as normal. Little better off than the walking dead, they are often confused as such. Particularly well crafted specimens may never have their true nature discovered. For crafting a flesh golem is more than just mad science, it is an art form. Incredibly rare specimens are so superbly crafted that they can reproduce with other creatures. Thus producing the rare “perfected” half-flesh golem. Such half-flesh golems have a +6 bonus to all their ability scores and can command any mindless flesh golem as though they were the creator, otherwise they are essentially half-flesh golems, although one could never tell by looking at them.
Of course there are downsides to being sentient. Most individuals in this situation have fragmented memories and are hit by a continuous stream of similarly fragmented memories from the other constituent body parts. This has the effect of leaving them disoriented and suffering from possible psychological disorders. The details of which are left up to the DM. “Perfected” half-flesh golems suffer from these psychosese as well, although to a far more limited degree.
The other downside is that the sentience of the flesh golem must now content with the sentience of the earth elemental bound to the very elemental spirit they share. Often they can come to mutually beneficial arrangements, but some are not quite so lucky. The unlucky ones are fortunately few and far between, but they typically end up rampaging across the land in an effort to destroy one another. And rarer still are those who meld with all the fragmented personalities that comprise them. These individuals shed their flesh entirely and become 1d6 newborn pechs. “Perfected” half-flesh golems almost never have these problems.
Finally, and the most rare of all situations, is what is dubbed “The Call of The Grave”, and this has only happened once before. It is a situation in which the magicks binding the earth elementals spirit weaken and the constituent body parts rip apart forcibly (no save for the poor golem), then crawl into the ground never to be seen again. In this case the body parts rot so rapidly when they touch the ground, that they seem to be burrowing, which is quite far from the truth. The ground itself is forever after “Cursed (Su): Randomly bestows a greater curse upon everyone in the area, each and every round, as per the spell.” and unhallowed.
Special Qualities: A flesh golem retains any Exceptional special qualities of the base creature and also gains those listed below. All spell-like and supernatural special qualities are lost, unless the flesh golem is sentient (see below).
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunity to Magic (Ex): A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.
Damage Reduction: Same as base creature or 5/adamantine, whichever is better.
Saves: Recalculate based on increased hit dice and ability scores. No saves are high for a flesh golem, unless the flesh golem is sentient (see above).
Abilities: Str +2, Dex +0, Con —, Int —, Wis 11, Cha 1, unless the flesh golem is sentient (see above).
Skills: None, unless the flesh golem is sentient (see above).
Feats: None, unless the flesh golem is sentient (see above).
Organization: Solitary or gang (2-4)
Challenge Rating: Same as base creature +6, or +9 if the flesh golem is sentient (see above).
Treasure: None, or Standard if the flesh golem is sentient (see above).
Alignment: Always neutral, unless the flesh golem is sentient (see above).
Advancement: +9 - +17 HD (same), +18 - +26 HD (+1 size), or by class if sentient (see above).
Ok, this one isnt entirely my own. I had some inspiration from D&D Chicky...so mucho credit goes to her. But this is just a kick start for the human-based monster templates.
Some ideas are the following....Goatmen....Medusa....Minotaur....Satyr's....or just about any half-man, half-something else. Try your own templates. Imagine a Drow Nymph!!! Or a Drow Minotaur. Take your favorite monsters and take away the human equation. If someone posts one version, post your own. The more ideas we come up with the more fun this will be!!!! Hell, even go for Half-Abomination!!!!
A flesh golem is a ghoulish collection of stolen body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Creating a Flesh Golem
“Flesh golem” is a template that can be applied to any creature with solid anatomy: aberrations, animals, beasts, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, outsiders, and vermin (hereafter referred to as the “base creature”). It uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: It's size increases by one step if the creator so desires, although this increases hit dice by an additional +2HD and alters the cost and statistics accordingly.Due to expenses, and limited workspace, many creators opt to not increase the size of the flesh golem. Its type changes to construct.
Hit Dice: Increase hit dice total by 6. Hit die type is same as base creature or d10 whichever is greater. Note that the hit dice of a flesh golem are calculated only from the hit dice total of an average member of the species used. If a golem is made from creatures with class levels, the class hit dice are ignored, unless the flesh golem is sentient (see below).
Speed: Same as base creature; can’t run, unless the flesh golem is sentient (see below).
AC: Flesh golems receive a +8 natural armor bonus. This stacks with the base creature’s innate natural armor value, if any.
Attacks: A flesh golem retains all the natural attacks of the base creature and also gains two slam attacks if it didn’t already have any natural attacks. Flesh golems lack the intelligence and coordination to attack with manufactured weapons, unless the flesh golem is sentient (see below).
Damage: Flesh golems have 2 slam attacks if the base creature didn’t already have natural attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better
Size Damage
Fine 1d2
Diminutive 1d4
Tiny 1d6
Small 1d8
Medium 2d6
Large 2d8
Huge 4d6
Gargantuan 4d8
Colossal 6d6
Special Attacks: A flesh golem retains any Exceptional special attacks of the base creature and also gains those listed below. All spell-like and supernatural special attacks are lost, unless the flesh golem is sentient (see below).
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%, unless the flesh golem is sentient (see below).
Sentient (Ex): Any flesh golem that goes berserk has a 1% chance each round spent in this state of reacquiring the sentience of it's constituent brain and all the class levels formerly lost by the constituent personality, if any. Additionally they do not suffer from many of the limitations of being a flesh golem. They can do anything they could do when they were mortal flesh and blood. This factor leaves many to mistakenly believe them to be truly alive. Even they cannot tell the difference without studing their own physiology. Creatures with limited or even no sentience a limited by their intelligence as normal. Little better off than the walking dead, they are often confused as such. Particularly well crafted specimens may never have their true nature discovered. For crafting a flesh golem is more than just mad science, it is an art form. Incredibly rare specimens are so superbly crafted that they can reproduce with other creatures. Thus producing the rare “perfected” half-flesh golem. Such half-flesh golems have a +6 bonus to all their ability scores and can command any mindless flesh golem as though they were the creator, otherwise they are essentially half-flesh golems, although one could never tell by looking at them.
Of course there are downsides to being sentient. Most individuals in this situation have fragmented memories and are hit by a continuous stream of similarly fragmented memories from the other constituent body parts. This has the effect of leaving them disoriented and suffering from possible psychological disorders. The details of which are left up to the DM. “Perfected” half-flesh golems suffer from these psychosese as well, although to a far more limited degree.
The other downside is that the sentience of the flesh golem must now content with the sentience of the earth elemental bound to the very elemental spirit they share. Often they can come to mutually beneficial arrangements, but some are not quite so lucky. The unlucky ones are fortunately few and far between, but they typically end up rampaging across the land in an effort to destroy one another. And rarer still are those who meld with all the fragmented personalities that comprise them. These individuals shed their flesh entirely and become 1d6 newborn pechs. “Perfected” half-flesh golems almost never have these problems.
Finally, and the most rare of all situations, is what is dubbed “The Call of The Grave”, and this has only happened once before. It is a situation in which the magicks binding the earth elementals spirit weaken and the constituent body parts rip apart forcibly (no save for the poor golem), then crawl into the ground never to be seen again. In this case the body parts rot so rapidly when they touch the ground, that they seem to be burrowing, which is quite far from the truth. The ground itself is forever after “Cursed (Su): Randomly bestows a greater curse upon everyone in the area, each and every round, as per the spell.” and unhallowed.
Special Qualities: A flesh golem retains any Exceptional special qualities of the base creature and also gains those listed below. All spell-like and supernatural special qualities are lost, unless the flesh golem is sentient (see below).
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunity to Magic (Ex): A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.
Damage Reduction: Same as base creature or 5/adamantine, whichever is better.
Saves: Recalculate based on increased hit dice and ability scores. No saves are high for a flesh golem, unless the flesh golem is sentient (see above).
Abilities: Str +2, Dex +0, Con —, Int —, Wis 11, Cha 1, unless the flesh golem is sentient (see above).
Skills: None, unless the flesh golem is sentient (see above).
Feats: None, unless the flesh golem is sentient (see above).
Organization: Solitary or gang (2-4)
Challenge Rating: Same as base creature +6, or +9 if the flesh golem is sentient (see above).
Treasure: None, or Standard if the flesh golem is sentient (see above).
Alignment: Always neutral, unless the flesh golem is sentient (see above).
Advancement: +9 - +17 HD (same), +18 - +26 HD (+1 size), or by class if sentient (see above).
Ok, this one isnt entirely my own. I had some inspiration from D&D Chicky...so mucho credit goes to her. But this is just a kick start for the human-based monster templates.
Some ideas are the following....Goatmen....Medusa....Minotaur....Satyr's....or just about any half-man, half-something else. Try your own templates. Imagine a Drow Nymph!!! Or a Drow Minotaur. Take your favorite monsters and take away the human equation. If someone posts one version, post your own. The more ideas we come up with the more fun this will be!!!! Hell, even go for Half-Abomination!!!!