New Monster Variant


Advice


As I know this is the best place to address an issue like mine, I have turned once again to the limitless wisdom and guidance of the Paizo Forum masses.

I am currently running a homebrew campaign setting and my players have discovered an old temple once used by cultists who worshipped an evil goddess. Presently the temple is occupied by a Sorcerer and a Witch who have kidnapped all the children from a neighboring village and are performing terrible experiments on them.

In the last adventure the PCs stormed the temple and laid waste to six Soulbound Dolls that had been constructed from the remnants of murdered children. They also discovered the skinned corpses of many more children and even some children left alive and mentally scared for good measure.

Tomorrow night they will continue their investigation and I would like them to encounter a flesh golem that is made from children. I was thinking that the traditional flesh golem is too physically strong and was wondering if there are any variants out there that would be more suitable. Something like a quick and vicious flesh golem about the size of a teenager?

Any other moster recommendations would be welcome as well.


You could apply the Young template and reduce it's Hit die(The young template would reduce it's size (and therefore Hp), str, natural armor, but increase it's dex.)


Kierato wrote:
You could apply the Young template and reduce it's Hit die(The young template would reduce it's size (and therefore Hp), str, natural armor, but increase it's dex.)

Brilliant, that should be more like what I am looking for. Here is the Flesh Golem (Young) stat block. All the adjustments, with the exception of the CR and XP should be correct. Let me know if you think anything looks off.

Flesh Golem, Young:
Golem, Flesh (Young)

CR -; XP -

N Medium construct

Init +1; Darkvision 60ft, Low-Light Vision, Perception +0

DEFENSE

AC 21, Touch 11, Flat-Footed 20; (+1Dex, +10 natural)
HP 58 (7d10+20)
Fort +3, Ref +2, Will +3
DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 30ft
Melee 2 Slams +13 (2d6+5)
Space 5ft; Reach 5ft
Special Attacks: Berserk

STATS

STR 16, DEX 13, CON - , INT - , WIS 11, CHA 1
Base ATK +7; CMB +10, CMD 21
Languages: none

SPECIAL ABILITIES

Berserk (Ex)

When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

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.


It looks like you lowered it's HD, but not any of it's HD dependent stats: BAB: +7, Fort/Ref/Will +2, 2d8 becomes 1d10.

This should be correct:

Golem, Flesh (Young)

CR -; XP -

N Medium construct

Init +1; Darkvision 60ft, Low-Light Vision, Perception +0

DEFENSE

AC 21, Touch 11, Flat-Footed 20; (+1Dex, +10 natural)
HP 58 (7d10+20)
Fort +2, Ref +3, Will +2
DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 30ft
Melee 2 Slams +10 (1d10+3)
Space 5ft; Reach 5ft
Special Attacks: Berserk

STATS

STR 16, DEX 13, CON - , INT - , WIS 11, CHA 1
Base ATK +7; CMB +10, CMD 21
Languages: none

SPECIAL ABILITIES

Berserk (Ex)

When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

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.


Kierato wrote:

It looks like you lowered it's HD, but not any of it's HD dependent stats: BAB: +7, Fort/Ref/Will +2, 2d8 becomes 1d10.

** spoiler omitted **

Thanks for the help! Are there any other creepy recommendations you might have them face?


There is an undead ooze here.


Bone golem in the shape of an infant, made from tiny baby skeletons and puppies. For that matter, all kinds of creepy bone golems made from the skeletons of tiny cute critters.

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