Flesh Golem
A horrific abomination fused and stitched from the flesh from multiple creatures by a mad scientist.
Motives & Tactics: Stampede, Going berserk
A horrific abomination fused and stitched from the flesh from multiple creatures by a mad scientist.
Inspired by Flesh Golem from PF2/DND5e.
The Flesh Golem has Advantage on Reaction Rolls against magical effects.
When the Flesh Golem makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
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).
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.
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:
A horrific abomination fused and stitched from the flesh from multiple creatures by a mad scientist.
Motives & Tactics: Stampede, Going berserk
Inspired by Flesh Golem from PF2/DND5e.
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No subclasses available.
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