Flesh Golem, Abominable
Adversary overview
A horrific abomination fused and stitched from the flesh from multiple creatures by a mad scientist. Stronger version of a regular Flesh Golem.
The stats are inspired by Terrorgut from Age of Umbra, making him a quite formidable adversary.
Stat block
Standard attack
Features
Passives
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Magic Resistance
The abominable Flesh Golem has Advantage on Reaction Rolls against magical effects. Additionally, when the Flesh Golem takes magical damage, reduce it by 3.
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Terrifying
When the abominable Flesh Golem makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Actions
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Charging Abominationfear 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).
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Scream of Terrorfear 1
Spend a Fear to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.
Reactions
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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
Experiences
- Abominable Strength +3
Flesh Golem, Abominable
Tier 2 solo
A horrific abomination fused and stitched from the flesh from multiple creatures by a mad scientist. Stronger version of a regular Flesh Golem.
Motives & Tactics: Break free, Blinded by pain
Difficulty: 15 | Thresholds: 14 / 28 | HP: 11 | Stress: 4
ATK: +3 | Massive bludgeoning Fists: Melee | 2d12+10 Physical
Experience: Abominable Strength +3
HP:
Stress:
Features
Magic Resistance – Passive: The abominable Flesh Golem has Advantage on Reaction Rolls against magical effects. Additionally, when the Flesh Golem takes magical damage, reduce it by 3.
Terrifying – Passive: When the abominable 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).
Scream of Terror – Action: Spend a Fear to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.
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.
Flesh Golem, Abominable
The stats are inspired by Terrorgut from Age of Umbra, making him a quite formidable adversary.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Flesh Golem, Abominable Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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