Golem, Flesh (3.5e Monster)

Flesh Golem
''Although it once may have been living, there is no mistaking that this distended and disgusting creature is no longer quite all there. Most of its limbs appear a mismatch for each other, stitched together almost haphazardly to create the malformed beast before you. One massive, clawed arm raised, the 8 foot behemoth trains on you and pushes forward to attack.''

Frankenstein’s monster epitomizes what just about anyone thinks of a flesh golem being. But D&D affords a ton of additional options due to the presence of many races that are distinctly inhuman.

Combat
A flesh golem wreaks havoc on foes with its large and imposing presence, providing a tough challenge for most low-level adventurers. Now it has the added advantage of being very customizable based on its component parts.

 (Ex): Despite being a construct, a flesh golem is treated by most magical effects as though it were made of living flesh. Its hit points can be restored by the cure line of spells and similar effects. Effects that detect living creatures will detect the flesh golem as alive, and the creatures used to create one cannot be raised or resurrected without the golem first being destroyed. It also has a Constitution score, although it lacks the bonus hit points granted to other constructs.

If doing so is advantageous to the golem, it is treated as a humanoid (i.e. a “person”) by spells and other applicable effects.

It also retains some of the racial traits of the creatures that it consists more of than others, gaining two of the benefits according to the list below and another at every odd-numbered Challenge Rating after 3rd. All listed spell-like abilities have a caster level equal to the golem's Challenge Rating and are useable once per encounter unless stated otherwise, and all save DC’s are Constitution-based (with a default save DC of 15).

Any choice that grants SLA's may be picked multiple times, with each additional choice granting an additional use of that spell-like ability per encounter.


 * Centaur: The golem’s base speed is increased by 10 feet, and it may add 1d6 points of damage per CR it possesses to a single attack it makes on a charge. Each additional choosing of this ability further increases the golem's speed.
 * Drow: The flesh golem may use blacklight as a spell-like ability.
 * Dwarf: The flesh golem has a +4 bonus on ability checks to avoid being bull rushed or tripped when standing on the ground (as a dwarf) and also gains a +2 bonus to its Constitution score. Each additional choosing of this ability only increases the golem's Constitution score.
 * Duergar: The flesh golem may use enlarge person as a spell-like ability.
 * Elf: The flesh golem may use arcane sight as a spell-like ability.
 * Giant: As a standard action, the golem may stomp on the ground, forcing any creature within its melee reach to make a Fortitude save or be knocked prone.
 * Goblin: The golem gains the slight build special quality and a +2 bonus to its Dexterity score. Each additional choosing of this ability only increases the golem's Dexterity score.
 * Gnoll: The flesh golem has a bite attack (which, for the purposes of convenience, deals the damage as a slam). If the flesh golem hits with this bite attack, it may initiate a grapple as a free action.
 * Gnome: The flesh golem may use mirror image as a spell-like ability.
 * Halfling: Skiprock - As a standard action, the golem may throw a stone at a target within Medium Range (100 ft. + 10 feet per point of CR, 130 feet by default) that deals its slam damage. If the attack is successful and another creature is standing adjacent to the one hit, that creature also takes damage equal to one half of that suffered by the original target.
 * Hobgoblin: By taking a swift action, the flesh golem can enter the Shattered Jade stance (with an initator level equal to its CR, normally 3rd) and gain all benefits thereof.
 * Human: The golem gains a bonus feat.
 * Kobold: Being made of partially draconic things, the golem has partially draconic abilities. It may use produce flame as a spell-like ability useable at will.
 * Lizardfolk: The golem gains a tail; as a full-round action, it may make a tail attack (which deals its slam damage) to all creatures within its melee reach.
 * Merfolk: The flesh golem has a swim speed equal to its base speed.
 * Orc: When the golem deals or takes damage in melee, it may go into a rage akin to that of a barbarian of a level equal to its Challenge Rating (normally 3rd level). This does not grant it any other class features from the barbarian.
 * Rakshasa: The golem's slam attacks can now deal slashing or piercing damage at its option (functioning as claw attacks), and if it connects with both slam attacks in a turn it may rend the opponent, dealing damage equal to its slam attack damage + one and a half times its Strength modifier.
 * Satyr: As a standard action, the golem may headbutt a single opponent within melee reach, dealing slam damage (plus twice its Strength modifier) and forcing the creature to make a save or be pushed backwards 10 feet. This forced movement provokes attacks of opportunity.
 * Troglodyte: The flesh golem radiates a foul odor that forces all foes within its melee reach to make a Fortitude save or be sickened until they leave its melee reach.
 * Troll: The golem gains fast healing equal to its CR (normally 3).