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Flesh Golem (1-25)Creature 8


Uncommon​N​Large​Construct​Golem​Mindless​
Source Pathfinder Society Scenario 1-25: Grim Symphony
Perception +12 (darkvision)
Languages none
Skills Athletics +19
Str +5, Dex -1, Con +3, Int -5, Wis +0, Cha -5

AC 26; Fort +18; Reflex +14; Will +15;
HP 140
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 5

Fist One Action +20 (+15, +10) to hit (magical, reach 10) 2d10+7 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.

Golem Antimagic

harmed by fire (5d8 fire damage, 3d4 fire damage from areas or persistent damage); healed by electricity (area 2d4 Hit Points); 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 β€œcold and water”), either type of spell can affect the golem.

Vulnerable to Flesh to Stone

Casting a Flesh to Stone spell on the flesh golem affects the golem normally.

Berserk Slam One Action

Requirements The golem is berserk


Effect The flesh golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target Prone.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.