Saturday 1 April 2017

Monster: Flesh Golem

Monster: Flesh Golem

Flesh golem is a classic D&D monster, being inspired by the Frankenstein's Monster. It's slow, strong, and has no free will. Even when obeying its master, a flesh golem has a small chance of going berserk in combat. Its macabre appearance can cause the golem to be mistaken for an undead creature.

 

Flesh Golem [Monster Manual, page 135]

 
63 points
Attribute Modifiers: ST+4 [40]; IQ-10 [-200]; HT+1 [10].
Secondary Characteristic Modifiers: HP+2 [4]; Will+10 [50]; Per+10 [50]; Basic Move -1 [-5].
Advantages: Dark Vision [25]; DR 3 (Tough Skin, -40%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Brain, No Vitals, Unliving) [35]; Magic Resistance 5 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
    Electricity Absorption [155]: DR 20 (Absorption, Healing, +80%; Limited, Electricity, -40%) [140] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Disadvantages: Automaton [-85]; Bad Smell [-10]; Berserk (15) [-5]; Cannot Learn [-30]; Cannot Speak [-15]; Frightens Animals [-10]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Partial) [-20]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
 
Typical Stats

ST:

14

HP:

16

Speed:

5.25

DX:

10

Will:

10

Move:

4

IQ:

0

Per:

10

 

 

HT:

11

FP:

N/A

SM:

+0

Dodge:

8

Parry:

9 (unarmed)

DR:

3* (tough skin), 20 (vs. electricity, absorption)

    Punch (12): thrust 1d crushing (KYOS: 1d+2 crushing), Reach C.
    Electricity Absorption: The golem has DR 20 against electricity, is immune to electrical conduction and noxious electrical effects. Each point of damage this DR stops turns into one character point that the golem can use to heal itself. These points are stored into a pool that can contain up to 20 character points. Once this pool is full, each point of DR will still stop one point of electricity damage, but will not convert it into a character point. The golem does not have to use stored points immediately. It loses absorbed points – unused ones first – at the rate of one point per second. It loses enhanced abilities as the points drain away. Restoring one HP drains 2 stored points immediately. Such healing is permanent. Only HP in excess of the golem’s usual scores drains away. The golem cannot absorb damage from its own abilities (for example, if its natural weapons are magically imbued with electricity).
 
    Traits: Automaton; Bad Smell; Berserk (15); Cannot Learn; Cannot Speak; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Frightens Animals; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (No Blood, No Brain, No Vitals, Unliving); Magic Resistance 5; No Sense of Smell/Taste; Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Partial); Unnatural; Vacuum Support; Wealth (Dead Broke).
    Skills: Brawling-12.
    Creature Type: Construct.
 

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