Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Queen of Templates has done it again!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DnDChick" data-source="post: 55775" data-attributes="member: 54"><p>Im currently working on construction costs, etc. But here are the crunchy bits And yes...you <em>can</em> reverse engineer the Flesh Golem in the MM and get a normal 1HD human using this template.</p><p></p><p>FLESH GOLEM (TEMPLATE)</p><p>This is a variant flesh golem that answers the question, “Suppose a wizard made a flesh golem out of something other than a human?” </p><p></p><p>Creating a Flesh Golem</p><p>“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.</p><p></p><p>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.</p><p>Speed: Same as base creature; can’t run.</p><p>AC: Flesh golems receive a +10 natural armor bonus. This stacks with the base creature’s innate natural armor value, if any.</p><p>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.</p><p>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</p><p></p><p> Size Damage</p><p> Fine 1</p><p> Diminutive 1d2</p><p> Tiny 1d3</p><p> Small 1d4</p><p> Medium-size 1d6</p><p> Large 1d8</p><p> Huge 2d6</p><p> Gargantuan 2d8</p><p> Colossal 4d6</p><p></p><p>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.</p><p> 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%.</p><p>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.</p><p>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.</p><p>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.</p><p>Damage Reduction: Same as base creature or 15/+1, whichever is better.</p><p>Saves: Recalculate based on increased hit dice and ability scores. No saves are high for a flesh golem.</p><p>Abilities: Str +10, Dex same as base creature or 9, whichever is lower, Con —, Int —, Wis 11, Cha 1</p><p>Skills: None.</p><p>Feats: None.</p><p></p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: Same as base creature +6</p><p>Treasure: None</p><p>Alignment: always neutral</p><p>Advancement: —</p><p></p><p>Construction</p><p>Follow the construction rules for a flesh golem as presented in Core Rulebook III, with the following modifications.</p><p>Total Cost: Multiply total hit dice by 5,555, and round up to the nearest 1,000.</p><p>Body Cost: Divide the total cost by 100.</p><p>Skills: The DC for the skill checks involved in making a flesh golem is 10 + (hit dice/3, round up).</p><p>Level: The minimum level for the creator of a flesh golem is 11 + (hit dice/3, round up).</p><p>XP Cost: Divide the total cost by 50.</p><p></p><p>The following example uses a heavy war horse as the base creature.</p><p></p><p>HORSE FLESH GOLEM</p><p>Large Construct</p><p>Hit Dice: 12d10 (54 hp)</p><p>Initiative: -1 (Dex)</p><p>Speed: 50 ft. (can’t run)</p><p>AC: 22 (-1 size, -1 Dex, +14 natural)</p><p>Attacks: 2 hooves +17 melee; bite +12 melee</p><p>Damage: Hoof 1d6+9; bite 1d4+4</p><p>Face/Reach: 5 ft. by 10 ft./5 ft.</p><p>Special Attacks: Berserk</p><p>Special Qualities: Scent, construct, magic immunity, damage reduction 15/+1</p><p>Saves: Fort +4, Ref +3, Will +4</p><p>Abilities: Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1</p><p></p><p>Climate/Terrain: Any land</p><p>Organization: Solitary</p><p>Challenge Rating: 8</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p></p><p>Total Cost: 67,000 gp.</p><p>Body Cost: 670 gp.</p><p>Skills: Leatherworking or heal (DC 14).</p><p>Level: 15th</p><p>XP Cost: 1,340</p></blockquote><p></p>
[QUOTE="DnDChick, post: 55775, member: 54"] Im currently working on construction costs, etc. But here are the crunchy bits And yes...you [i]can[/i] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Queen of Templates has done it again!
Top