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Flesh Golem

osric

osric
FrequencyVery rare
Number appearing1
Armor class9
Move80-ft
Hit dice40 hp
% in lairNil
Treasure typeNone
Damage per attack2d8/2d8
Special attacksSee below
Special defensesSee below
Magic resistanceSee below
IntelligenceSemi-
AlignmentNeutral
SizeLarge (7½-ft tall)

A flesh golem follows simple commands by its creator, and can be ordered to stop all activity until a specific event takes place. For each melee round spent in combat, the flesh golem stands a 1% cumulative chance of going berserk and attacking all targets in sight. The golem's creator can attempt to reassert control at a chance of 10% per round.

A flesh golem is created with a magical tome written for such a process or by a magic user (of at least 14th level) using the following spells: wish, polymorph object, geas, strength, and protection from normal missiles. One thousand gold pieces per hit point of the golem is spent on material components, and the entire creation process takes one month.

Special Abilities

Extreme Strength — A flesh golem is extremely strong and can break down doors and other wooden structures.

Immunity to Normal Weapons — It cannot be damaged with normal weapons; magical weapons damage normally.

Spell Immunity — Most spells have no effect on the monsters; cold and fire based spells will slow the golem to 50% speed for 2d6 combat rounds, while electrical attacks restore previous damage dealt to the golem at a rate of 1 hit point per die of damage inflicted by the spell (example: an 8 hit dice lightning bolt will restore 8 hit points of damage).

Berserk Risk — 1% cumulative chance per melee round of going berserk and attacking all targets in sight. Creator can attempt to reassert control at 10% per round.

Source: OSRIC. Attribution: Stuart Marshall, with Matthew J. Finch / Black Blade Publishing. License: OGL-1.0a.