Transplant Flesh Golem
Template
The Transplant Flesh Golem is a type of flesh golem that has been created by transplanting a human (or demihuman) brain (and soul) into the corpse-body of a flesh golem. The creature must be animated to life like any other flesh golem, except that it will host a human soul. Unlike other flesh golems, the body of the transplant flesh golem need only be a donor body, ready to recieve a new brain.
Flesh golems of this sort generally are less prone to violent outbursts, and retain knowledge and skills known to the soul and brain that inhabits it.
CREATING A TRANSPLANT FLESH GOLEM
Transplant Flesh Golem is a template that can be added to any humanoid or monsterous humanoid creature.
Size and Type: The creature's type changes to construct. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d10s.
Speed: Speed is unchanged.
Armor Class: The base creature's natural armor bonus improves by +6.
Attack: A transplant flesh golem retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the golem retains this ability. A creature with natural weapons retains those natural weapons. A transplant flesh golem fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A golem armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A transplant flesh golem fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Transplant flesh golem have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table on p252 of the MM (in the vampire entry) according to the transplant flesh golem's size. Creatures that have other kinds of natural weapons retain their old damage values.
Special Attacks: A transplant flesh golem retains all the special attacks of the base creature but gains no aditional attacks.
Special Qualities: A transplant flesh golem retains all the special qualities of the base creature and gains those described below.
Construct Traits (Ex): The creature gains low-light vision; darkvision to 60 ft.; immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Cannot heal damage on its own, but can be repaired by exposition to electricity; not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage; Immediately destroyed when reduced to 0 hit points or less; the construct cannot be raised or resurrected; does not need to eat, sleep or breathe.
Damage Reduction (Ex): The golem has a damage reduction of 5/adamantine.
Bonus Hit Points (Ex): The golem recieves a bonus to hit points relative to its size. See the table below:
Size
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Bonus HP
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Small
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10
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Medium
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20
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Large
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30
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Huge
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40
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Immunity to Magic (Ex): A transplant flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals cold or fire damage slows a transplant flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a transplant flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A trasplant flesh golem golem gets no saving throw against attacks that deal electricity damage.
Abilities: Increase from the base creature as follows: Str +6, Dex +2. As a construct, a transplant flesh golem has no Constitution score. The creature's Cha is also reduced by 8 to a minimum of 1 point, however, for the purposes of calculating spells, charisma-based saves, and intimidate checks, the golem may use its original score.
Skills: Ricean vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Transplant flesh golems retain all of their previous feats, and gain those granted .
Environment: Any, usually same as base creature.
Organization: Solitary
Challenge Rating: Same as the base creature +3.
Treasure: Standard.
Alignment: Any.
Advancement: By character class.
Level Adjustment: Same as the base creature +3.
Creation
When a transplant flesh golem is created, there is a chance that the process could lead to atrophy of the brain, causing permenant damage to the base creature's Intelligence and Wisdom scores. Before the transplant, the base creature must make a fortitude save vs. DC 14. If the creature fails the check, decrease both scores by 1d3 points each to represent brain damage and atrophy for the time it is out of the body.
Notes
This template was originally designed to cover updated rules for Dr. Mordenheim's experiments on the PCs in the 2nd edition Ravenloft Adventure, Adam's Wrath.
When the players are restored by dr. Mordenheim in that adventure to new, cloned bodies, add the above template, though reduce their original charisma scores only by 1, to represent minor scarring. Optionally, make them even more charismatic, after all, they have failed a powers check, and are in the caress stages, where thier obvious flaws (lessened humanity, no longer human, vulnerabilites etc) are outweighed by boons (increased abilities, immunities, damage reduction, etc), and Dr. Mordenheim implies that there are improvements.
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