Skip to content

Flesh Golem

Adversaries Designed by Maximilian Müller • Art by Pathfinder 2

Adversary overview

A horrific abomination fused and stitched from the flesh from multiple creatures by a mad scientist.

Inspired by Flesh Golem from PF2/DND5e.

Stat block

Tier
2
Type
Bruiser
Difficulty
15
HP
7
Stress
4
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
28
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bludgeoning Fists
Range: Melee
Damage: 2d12+3
Attack Mod: +2
Damage Type: Physical

Features

Passives

  • Magic Resistence

    The Flesh Golem has Advantage on Reaction Rolls against magical effects.

  • Terrifying

    When the Flesh Golem makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Actions

  • Charging Abomination
    fear 1

    Spend a Fear to charge through a group within Close range and make an attack against all targets in the Flesh Golem's path. Targets the Flesh Golem succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).

Reactions

  • Berserk

    Whenever the abominable Flesh Golem marks a HP roll a d20. If the result is equal or lower than the total HP lost by the golem, the golem goes berserk. For example when the golem has lost 1 HP it is a 1/20 chance, has he lost 8 HP it is a 8/20 chance. Once berserk, it has to use the "Charging Abomination" feature each time it can but without spending any fear.

Motives & tactics

Stampede Going berserk

Experiences

  • Terrifying Strength +2

Flesh Golem

Tier 2 bruiser

A horrific abomination fused and stitched from the flesh from multiple creatures by a mad scientist.

Motives & Tactics: Stampede, Going berserk

Difficulty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4

ATK: +2 | Bludgeoning Fists: Melee | 2d12+3 Physical

Experience: Terrifying Strength +2

HP:

STRESS:

Features

Magic Resistence - Passive: The Flesh Golem has Advantage on Reaction Rolls against magical effects.
Terrifying - Passive: When the Flesh Golem makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Charging Abomination - Action: Spend a Fear to charge through a group within Close range and make an attack against all targets in the Flesh Golem's path. Targets the Flesh Golem succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).
Berserk - Reaction: Whenever the abominable Flesh Golem marks a HP roll a d20. If the result is equal or lower than the total HP lost by the golem, the golem goes berserk. For example when the golem has lost 1 HP it is a 1/20 chance, has he lost 8 HP it is a 8/20 chance. Once berserk, it has to use the "Charging Abomination" feature each time it can but without spending any fear.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.