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Flesh Golem, Abominable

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. 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

Tier
2
Type
Solo
Difficulty
15
HP
11
Stress
4
Attack mod
+3
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

Massive bludgeoning Fists
Range: Melee
Damage: 2d12+10
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • 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.

  • Terrifying

    When the abominable 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).

  • Scream of Terror
    fear 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

  • 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

Break free Blinded by pain

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.

Discussion

Be thoughtful and kind.

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