Sleepwalkers
*SNIP*
Sleepwalkers: Int semi-; AL N; AC 5; MV 9; HD 7; hp 49 each; THAC0 14; #AT 1; Dmg 1d8+8; SA Strength equivalent to 19; SD immune to mind-affecting spells, fire resistance; ML 20; XP 1,400.
Originally appeared in Dungeon Magazine #63 (1997).
So these are basically fire resistant Flesh Golems which are stupid, clumsy and armed with scimitars, that explode in flames upon death.
The +7 damage suggests either Strength 20-21 (wielding scimitars 2-handed) or Strength 24. We may as well give them Strength 20 since they're a minor version of the Flesh Golem, which has Str 21 in the SRD.
Its Dexterity and Wisdom should be at least a couple of points lower than the standard 'Frankenstein' golem, since they're said to be clumsier and stupider.
We can't make them less intelligent than the 3rd edition Flesh Golem though, since the rules don't allow for negative Intelligence scores, but we can make them less wise.
Actually, I quite like the idea of giving them Intelligence 3, since the original Semi-Intelligent. It'll allow us to give them feats. I'd like to knock of another few points of Wisdom though, to represent their "unbelievably thick" trait.
That would give us something like:
Abilities: Str 20, Dex 7, Con -, Int 3, Wis 6, Cha 1
Are they as big as regular flesh golems (8 feet), or shall we make them slightly smaller as they have fewer Hit Dice? e.g. Medium-sized, 7 feet tall and 300 pounds. I think I prefer them a bit smaller than a regular Flesh Golem. Their scimitars use a d8 for damage, which is the standard AD&D damage for that weapon (if you ignore the +1 for them being all jaggedy).