Eiji Variant Flesh Golem (3.5e Monster)
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|Flesh Golem (Eiji Variant)|
|Hit Dice:||7d10+30 (100 hp)|
|Armor Class:||20 (-1 dex, +12 natural, -1 size), touch 8, flat-footed 20|
|Attack:||Slam +9 melee (2d8+5 plus 2d6 elec and disease, 20/x2)|
|Full Attack:||Two Slams +9 melee (2d8+5 plus 2d6 elec and disease, 20/x2)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Disease, Electric Touch|
|Special Qualities:||Construct Traits, DR 5/adamantine, Darkvision 60 ft., Extraordinary Health, False Life, Immunity to Magic, Low-Light Vision, Unnerve Animal|
|Saves:||Fort +2, Ref +1, Will +2|
|Abilities:||Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1|
|Organization:||Solitary or Shamble (2-4)|
|Alignment:||Always True Neutral|
|Advancement:||8-14 HD (Large), 15-21 HD (Huge)|
A ghoulish collection of stolen humanoid body parts, it has been stitched together with rusty wire, heavy iron bolts, and leather belts. It jerks around erratically, a heart full of lightning jolting its muscles into action.
Created by mad scientists wishing to produce life or revive the dead, the flesh golem is the bodies of multiple humanoids stitched back together and given life through the power of a thunderbolt. They appear much like a giant zombie, but are indeed constructs and unaffected by turn attempts. A flesh golem usually wears clothing, generally just a ragged pair of pants, and typically has no possessions or armor. They stand 8 feet tall and weight 500 lbs.
A flesh 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.
A flesh golem is straight forward in combat, attacking the biggest threat to its survival in the room or the closest person barring that. Typically they are under direct orders which take priority, though as golems they can be awfully literal minded.
Disease (Ex): On impact with its slam, a flesh golem can inflict a random disease as per the contagion spell, DC 13 Fortitude save negates. No matter how many times it has struck a creature only needs to make one save against disease each round. The saving throw is Constitution based.
Electric Touch (Ex): Electricity flows through the body of a flesh golem. On impact it deals an additional 2d6 points of electric damage. If wielding metallic weapons it can channel the additional damage through the weapon.
Extraordinary Health (Ex): A flesh golem receives maximum hit points per HD.
False Life (Ex): Though a construct, a flesh golem is slightly more living than most. It is capable of receiving healing through positive energy, but at a reduced rate. It heals 1/2 of the result from any positive energy healing spells. In addition, it may be raised and resurrected as if it were a living creature.
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 gets no saving throw against attacks that deal electricity damage.
They are affected by positive and negative energy damage normally.
Unnerve Animal (Ex): Flesh golems make creatures of the animal type nervous. No natural animal willingly tracks a flesh golem. If faced in combat, animals take a -2 morale penalty to attacks against the flesh golem.
Awakened Flesh Golems
Very rarely, a flesh golem may be created which retains a spark of intelligence. These awakened flesh golems lose the immunity to mind-affecting effects and gain intelligence 8, and charisma 11. They have their own free will and are not under control of their creator, but generally start out friendly to their creator. Due to their uncontroled nature, this is generally seen as a bad thing, and because of their freakish nature they are quickly rejected by all that they meet, becoming legendary monsters haunting the areas of their creation.
The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor.