The Queen of Templates has done it again!

DnDChick

Demon Queen of Templates
Im currently working on construction costs, etc. But here are the crunchy bits And yes...you can reverse engineer the Flesh Golem in the MM and get a normal 1HD human using this template.

FLESH GOLEM (TEMPLATE)
This is a variant flesh golem that answers the question, “Suppose a wizard made a flesh golem out of something other than a human?”

Creating a Flesh Golem
“Flesh golem” is a template that can be applied to any creature with solid anatomy: some aberrations, animals, beasts, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, and vermin (hereafter referred to as the “base creature.”) Its type changes to construct. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Increase hit dice total by 8. 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.
Speed: Same as base creature; can’t run.
AC: Flesh golems receive a +10 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.
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 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

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.
Berserk: When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and 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 successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the golem’s berserk chance to 0%.
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.
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.
Magic Immunity: Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire and cold based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem rolls no saving throw against electricity effects.
Damage Reduction: Same as base creature or 15/+1, whichever is better.
Saves: Recalculate based on increased hit dice and ability scores. No saves are high for a flesh golem.
Abilities: Str +10, Dex same as base creature or 9, whichever is lower, Con —, Int —, Wis 11, Cha 1
Skills: None.
Feats: None.

Organization: Solitary or gang (2-4)
Challenge Rating: Same as base creature +6
Treasure: None
Alignment: always neutral
Advancement: —

Construction
Follow the construction rules for a flesh golem as presented in Core Rulebook III, with the following modifications.
Total Cost: Multiply total hit dice by 5,555, and round up to the nearest 1,000.
Body Cost: Divide the total cost by 100.
Skills: The DC for the skill checks involved in making a flesh golem is 10 + (hit dice/3, round up).
Level: The minimum level for the creator of a flesh golem is 11 + (hit dice/3, round up).
XP Cost: Divide the total cost by 50.

The following example uses a heavy war horse as the base creature.

HORSE FLESH GOLEM
Large Construct
Hit Dice: 12d10 (54 hp)
Initiative: -1 (Dex)
Speed: 50 ft. (can’t run)
AC: 22 (-1 size, -1 Dex, +14 natural)
Attacks: 2 hooves +17 melee; bite +12 melee
Damage: Hoof 1d6+9; bite 1d4+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Berserk
Special Qualities: Scent, construct, magic immunity, damage reduction 15/+1
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1

Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: —

Total Cost: 67,000 gp.
Body Cost: 670 gp.
Skills: Leatherworking or heal (DC 14).
Level: 15th
XP Cost: 1,340
 
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Devon

First Post
golem construction

Yes, Monte Cook made a "construct template" for the Book of Eldritch Might, but it only covers Stone and Metal Constructs.

If you go to his site, you can get the template as a freebie:

http://www.montecook.com/arch_stuff4.html

I bought the full copy, and there is no more explication than in this linked article.

Devon
 



DnDChick

Demon Queen of Templates
Krishnath said:
This template rocks! (Dragon Flesh Golem :D)

The problem with a dragonflesh golem is that they loose their supernatural and spell-like abilities! It would be nasty as heck in a physical confrontation, but dont expect it to have a breath weapon!
 

Krishnath

First Post
I know, but imagine the look on the PC's faces when they realize that whoever made the golem, has taken down several dragons...
 


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