| The Grandfather |
In the 2nd (or 3rd ?) part of Rise of the Runelords, the PCs have to face
** spoiler omitted **. You should check if it meets your needs.
That would be AP2 the Skinsaw Murders.
I am actually running the Rise of the Runelords. This is for a sidetrek I have made and I could probably make a great connection between AP and the sidetrek. This could actually explain why Xanesha had the golem in the first place.
My sidetrek is loosely based on the Seven Swords of Sin module. "The Good Doctor, Uzbin Parault" is inspired by doctor Moreau and since I cannot get core stats for mongrel men I decided on going golem in stead. So it ends up more Frankenstein than Moreau.
EDIT: Here is what I just whipped up!
Lifespark elite flesh golem CR 8
XP 4,800
NE Large construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 22, touch 10, flat-footed 21; (+1 Dex, +12 natural, –1 size)
hp 79 (9d10+30)
Fort +3, Ref +4, Will +4; (-2 vs. mind affecting attacks)
DR 5/adamantine; Immune magic, construct traits
OFFENSE
Speed 30 ft.
Melee 2 slams +16 (3d8+7)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 25, Dex 13, Con —, Int 12, Wis 13, Cha 10
Base Atk +9; CMB +17 (+21 to grapple); CMD 28 (30 vs. grapple)
Feats Weapon Focus (slam), Improved Natural Weapon (slam), Improved Unarmed Strike,
Improved Grapple, Greater Grapple
Skills Climb +19, Perception +10, Stealth +13
Languages Common, Infernal
SPECIAL ABILITIES
Open Mind (Ex) Unlike standard flesh golems, the Children of Dr. Parault are self-aware and
possesses a personality, and it does not have a chance of going berserk. It is not immune to
mind-affecting attacks, and in fact takes a –2 penalty on saving throws against mind-affecting
effects.
Immunity to Magic (Ex): A 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 flesh golem (as the slow spell) for 2d6
rounds (no save).
• 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. A flesh golem gets no saving throw against attacks that deal electricity damage.
Ref.: Advanced Bestiary 159
Advanced lifespark elite flesh golem CR 10
XP 9,600
NE Large construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 29, touch 12, flat-footed 26; (+3 armor, +3 Dex, +14 natural, –1 size)
hp 94 (12d10+30)
Fort +6, Ref +7, Will +7; (-2 vs. mind affecting attacks)
DR 5/adamantine; Immune magic, construct traits
OFFENSE
Speed 30 ft.
Melee +1keen scythe +21/+16/+11 (2d6+14/19-20/x4; +4 on crit. Confirmation; 2d6 bleed
on critical) or 2 slam +20 (2d8+9)
Power Attack +1keen scythe +17/+12/+7 (2d6+26/19-20/x4; +4 on crit. Confirmation; 2d6
bleed on critical) or 2 slam +16 (2d8+17)
Vital Strike +1keen scythe +21 (4d6+14/19-20/x4; +4 on crit. Confirmation; 2d6 bleed
on critical) or slam +20 (4d8+9)
Power Attack and Vital Strike +1keen scythe +17 (4d6+26/19-20/x4; +4 on crit. Confirmation;
2d6 bleed on critical) or slam +16 (4d8+17)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 29, Dex 17, Con —, Int 16, Wis 17, Cha 14
Base Atk +12; CMB +22; CMD 35
Feats Bleeding Critical, Critical Focus, Martial Weapon Proficiency (scythe), Power Attack,
Vital Strike, Weapon Focus (scythe)
Skills Bluff +14, Climb +24, Perception +15, Sense Motive +15, Stealth +18
Languages Abyssal, Common, Draconic, Infernal
Combat Gear +1 keen scythe, large mwk studded leather armor
SPECIAL ABILITIES
Open Mind (Ex) Unlike standard flesh golems, the Children of Dr. Parault are self-aware and
possesses a personality, and it does not have a chance of going berserk. It is not immune to
mind-affecting attacks, and in fact takes a –2 penalty on saving throws against mind-affecting
effects.
Immunity to Magic (Ex): A 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 flesh golem (as the slow spell) for 2d6
rounds (no save).
• 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. A flesh golem gets no saving throw against attacks that deal electricity damage.
Ref.: Advanced Bestiary 159
| evilash |
You should check out Classic Horrors Revisited, where there's options for intelligent flesh golems.
| The Grandfather |
You should check out Classic Horrors Revisited, where there's options for intelligent flesh golems.
Thanks for the heads op.
I just found out my subscription for it was cancelled.I'd better find out what that is all about.