Category:Dread Flesh Golem: Difference between revisions
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The '''dread flesh golem''' is a large [[construct]] animated by the [[ | The '''dread flesh golem''' is a large [[construct]] animated by the [[obsession]] and the [[dark desire]] of its [[creator]] as a "gift" of the [[Dark Powers]]. As such, it receives the [[dread golem template]]. The dread flesh golem, as opposed to the [[flesh golem]], is a [[reflection|reflective]] and [[thought|thinking]] creature that ultimately follows its own tastes and whims. It begins its existences very much like a child, albeit one with prenatural [[intelligence]] and [[strenght]]. Initially, it may be ordered about for a time by its [[maker]]. But, it rapidly becomes its own [[master]]. The creature is lent the shape of a [[humanoid]] and even when inactive is readily identifiable as something very much out of the ordinary. The first dread flesh golem is attributed to [[Dr. Victor Mordenheim]]. [[Mad Scientist | Mad scientists]], wilfull [[medical researchers]], and grieving [[medical doctors|doctors]], [[veterinians|verterinian]], and [[morticians|mortician]] are all potential creators of dread flesh golems. The work is not beyond the reach of a properly disposed [[taxidermist]] or a [[leatherworker]]. The most profolic [[creator|creator]] of dread flesh golems is [[Emil Bollenbach]]. The creature is most often the work of someone with at least some competence in the techniques of surgery for body parts from multiple bodies must be knitted together into a whole. | ||
==Errata [[Denizens of Darkness]]/[[Denizens of Dread]]== | ==Errata [[Denizens of Darkness]]/[[Denizens of Dread]]== |
Revision as of 08:59, 9 February 2011
This section contains canon info from officially published sources |
The dread flesh golem is a large construct animated by the obsession and the dark desire of its creator as a "gift" of the Dark Powers. As such, it receives the dread golem template. The dread flesh golem, as opposed to the flesh golem, is a reflective and thinking creature that ultimately follows its own tastes and whims. It begins its existences very much like a child, albeit one with prenatural intelligence and strenght. Initially, it may be ordered about for a time by its maker. But, it rapidly becomes its own master. The creature is lent the shape of a humanoid and even when inactive is readily identifiable as something very much out of the ordinary. The first dread flesh golem is attributed to Dr. Victor Mordenheim. Mad scientists, wilfull medical researchers, and grieving doctors, verterinian, and mortician are all potential creators of dread flesh golems. The work is not beyond the reach of a properly disposed taxidermist or a leatherworker. The most profolic creator of dread flesh golems is Emil Bollenbach. The creature is most often the work of someone with at least some competence in the techniques of surgery for body parts from multiple bodies must be knitted together into a whole.
Errata Denizens of Darkness/Denizens of Dread
The dread flesh golem as presented in Denizens of Darkness and Denizens of Dread has many problem, many of which derive from the confounding of two very different creatures: a mindless golem animated purely with magic and an intelligent golem animated by dark desire as a "gift" from the Dark Powers.
Official Errata
Hit points are listed as 12d10 (49 hp). However, with the average hit points (5.5/level x 12), it should be 66. But in addition, from the monster manual Core Book, constructs gain bonus hit points according to size. As large creatures, dread flesh golems should have +30. So the entry should read: Hit Dice: 12d10+30 (96 hp).
Unofficial Errata
This section contains Homebrew non-canon info, created by fans |
The dread flesh golem is unique to the Land of Mists and is animated with the assistance of the Dark Powers. Although the dread flesh golem differs vastly from the flesh golem in its capacities and in its creation, the flesh golem serves as the base creature from which the dread golem flesh is derived by the application of the dread golem template.
Statistics
Dread Flesh Golem 9d10+30 (79 hp)
Initiative: +1
Speed: 30ft
AC 24 (-1 size, +1 Dex, +14 natural), 10 touch , 23 flat-footed
Base Attack/Grapple: +6/+15
Attack: Slam +10 (3d8+5)
Full Attack: 2 Slam: +10 (3d8+5)
Space/Reach 10 ft./ 10 ft.
Special Attacks: beserk
Special Qualities: Construct traits, low-light vision, darkvision 60 ft, damage reduction 5/adamantine, regeneration, immunity to magic.
Fort +3 / Ref +4 / Will +3
Str 21, Dex 13, Con Ø, Int 9, Wis 11, Cha 5
OR: 7
Skills: Bluff -10, Climb +8, Diplomacy -10, Gather Information -10, Hide 0, Intimidate +4, Jump +8, Listen +3, Move Silently +4, Perform -10, Spot +3, Swim +8
(Skill Points: 18 (2 x Int Score (Dread Golem Template update in Gaz II, p. 120) (or, alternatively, 12 (2 + Int mod) × (HD + 3) (Savage Species))) (Class Skills: Climb, Hide, Jump, Listen, Move Silently, Spot, Swim)
A dread flesh golem suffers a -4 penalty on its Hide checks due to size.
A dread flesh golem may make use of skills impacted by its outcast rating.
Feats: Improved Natural Attack, Power Attack
(2 feats (Dread Golem Template update in Gaz II, p. 120) (or, alternatively, 4 feats (Savage Species))) (Note that other feats may be substituted instead according either to the taste of the dread golem's maker or to the twist that the Dark Powers wish to apply to that taste.)
Challenge Rating: 8
Alignment: Chaotic Evil (usually)
Salient Powers A dread flesh golem has 1d4-1 salient powers. See RSC or the RLPH.
Zeitgebers A dread flesh golem typically has at least one zeitgeber. See RSC or the RLPH.
Combat
Berserk (Ex): see Denizens of Darkness/Denizens of Dread
Magical Immunity (Ex): see System Reference Document (SRD)
Regeneration (Ex): The creature regenerates all types of damage but at the very slow rate of 1 hit point per hour. The creature cannot regrow a lost body part, but it can reattach one by holding it in place for at least an hour. Should the creature be damaged to the point of having a negative number of hit points, it is reduced to a state of inanimacy and ceases to regenerate. Its repair remains possible by its maker or by an individual with the craft construct feat, at a cost of 50 gp per hit point of damage repaired and at a rate of 20 hit points of damage repaired per day. Once it has not less than 0 hit poits, a jolt of electricity with the strength to do at least 8 points of damage reanimates it and it begins once more to regenerate any damage that it has suffered. Note that a construct with the salient power of regeneration receives benefits and acquires disadvantages that supercede those described here. Or in other words, the salient power of regeneration 5 replaces rather than stacks with the power of regeneration described here.
Creation
Either subzero conditions, or the gentle repose spell, or some other means of preserving body parts.
Minimum of six donor bodies, each furnishing one of the following: brain, torso (including head), limb (4).
Subzero conditions, the gentle repose spell, or other means of preserving body parts.
DC 13 Craft (leatherworking) check, or DC 13 Heal (Skill), or DC 13 Anatomy check for the assemblage of the body.
500 gp for special unguents and bindings.
500 gp for fitting out a reusable workshop with appropriate tools. This cost is waved for a surgeon, a veterinarian, a medical researcher, a mortician, a taxidermist, a butcher, a leatherworker, or the like with access to his or her own existing facility and tools.
200 gp for the construction of the body itself.
A jolt of electricity with the strength to do at least 8 points of damage.
The blessing of the Dark Powers.
John W. Mangrum's Flesh Golem Lore[1]
This section contains Potential-canon info, revealed by the creators from never-published sources |
Monster Manual (under Golem)
Characters with ranks in Knowledge (Arcana) can learn more about flesh golems. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
DC 19: This hideous, humanoid composite of crudely stitched-together body parts is a flesh golem. This result reveals all construct traits. This result also reveals the procedure for creating flesh golems.
DC 24: A flesh golem is immune to almost all forms of magic, and its unnatural flesh deflects most minor attacks. However, adamantine weapons can prove effective, and magical cold and fire slow the creature for several moments.
DC 29: A flesh golem flails at foes with its powerful fists. Rather than dealing damage, magical electricity actually repairs a flesh golem and breaks any slow effect currently affecting it.
DC 34: The elemental spirit animating a flesh golem is only tenuously controlled by its master. The longer a flesh golem fights, the greater the chance that it will fly into a berserk frenzy, attacking all that stands before it — even its master. However, its master can forcefully talk the golem back into submission.
References
Data from the Ravenloft Catalogue
Van Richten's Monster Hunter's Compendium I | ||
Van Richten's Monster Hunter's Compendium I - p243 | ||
Van Richten's Monster Hunter's Compendium I - pp205-206, 216-237, 251, 288 | ||
Van Richten's Monster Hunter's Compendium I - Section, the Third: The Created | ||
Golem, Flesh |
Subcategories
This category has the following 3 subcategories, out of 3 total.
D
- Doppelganger Golem (2 P)
T
- The Blanc & Noir (2 P)
- Two-Headed Flesh Golem (empty)
Pages in category "Dread Flesh Golem"
The following 23 pages are in this category, out of 23 total.