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'Zombie' Flesh Golem (3-4)Creature 2


UncommonMediumConstructGolemMindless
Source Pathfinder Society Quest #12: Putrid Seeds
Perception +4
Languages none
Skills Athletics +7, Deception +0
Str +3, Dex -2, Con +1, Int -5, Wis +0, Cha -5

AC 17; Fort +10; Reflex +6; Will +7;
HP 28
Speed 25 feet
Immunities electricity, magic
Resistances Physical 2

Fist One Action +11 (+6, +1) to hit (magical, unarmed) 2d4+3 Bludgeoning

Berserk

A severely damaged flesh golem has a chance of going berserk. If it has 8 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.

Electric Reflexes Reaction

Trigger The golem takes electricity damage and a creature is adjacent to it


Effect The golem lashes out and tries to grab a nearby creature. The golem attempts an Athletics check to Grapple an adjacent creature. The creature also takes 1d4 electricity damage on a success, or 2d4 electricity damage on a critical success.

Golem Antimagic

Harmed by fire (2d6 untyped, 1d4 untyped from areas and persistent damage); healed by electricity (area effects 1d4 healing HP); slowed by cold


A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

Vulnerable to Flesh to Stone

Casting a Petrify spell on the golem affects it normally.

Berserk Slam One Action

Requirements The golem is berserk


Effect The flesh golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals 1d4 extra damage and knocks the target Prone.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.