If a man will begin with certainties, he shall
end in doubts; but if he will be content to begin
with doubts, he shall end in certainties.
- Francis Bacon, The Advancement of Learning
There are precious few certainties in this life;
but too often we cling to them as two drowning men
clutch at each other, each afraid to let go and swim
for shore. Thus do they both lose what they most
desired, and thus can we lose sight of the larger
truths around us.
- Dr. Rudolph Van Richten,
excerpt from a letter to Cassien Attenberg
Constructions of Flesh
This chapter concerns itself with the fundamental physical and mental abilities of the flesh golem - the most prevalent variety of the Created, and the one with which I am most familiar. Following this, I shall address the flesh golem's more outwardly impressive traits. As we shall soon discuss, however, even a golem's most fundamental abilities are terrifying in their enormity.
When considering the traits of the flesh golem, we are faced with an immense task and little firm knowledge. Little, if any, properly conducted research has been done in this field. As a result, we are faced with a difficult situation. What do we believe and what do we discount? Too often we leap to embrace any information that only appears valid. Yet if we ignore facts not in evidence because they seem unlikely, then we may overlook some critical truth.
As I compiled research for this tome, I strictly ordered myself to proceed cautiously and with an open mind. I also vowed to be candid so that I might not mislead any reader into mistaking supposition for fact.
Thus, as I delineate the various characteristics of the flesh golem, I bid you to keep this caveat firmly in mind: Golems are individuals. While the term "mundane" may apply to a few unintelligent creations brought to life through conventional magic, in my experience such foes are the exception to the rule. True, each golem may share basic traits with others of its kind.
This chapter focuses on unusual golems made of flesh. Although there is no such thing as an "average" flesh golem, the statistics below reflect a golem's base ability scores. All statistical modifiers in this chapter build upon these base scores.
Base Statistics (Flesh Golems)
Strength 19 |
  Intelligence 5-16 |
 Dexterity 18 |
Wisdom 3-6 |
 Constitution 20 |
 Charisma 6 |
Movement 12 |
 THAC0 11 |
  Armor Class 6 |
No. of Attacks 2 |
 Hit Dice 9 |
 Damage 2d8/2d8 |
But it also may display unique mental or physical characteristics. Such unique qualities are especially apparent in flesh golems who were brought to life through the sheer will of their creators. Thus, one should view each golem as we do any villain who strikes from the shadows: a unique nemesis about whom we know little. In facing this lack of knowledge, we can, however, cling to one certainty: All golems are tremendously powerful.
Basic Physical Traits
In this section, I shall outline the physical traits of the flesh golem - specifically, its strength, dexterity, and constitutional fortitude - and describe how these traits may vary between individuals.
Do not allow any alarm you might feel at the brute physical power of the Created to overwhelm you. It is a temptation even I have succumbed to on occasion, falling into my old habits of over-intellectualizing to distance myself from the contemplation of such power. Ah! You see? I am still using my old defense even now. Do not be ashamed if you wish to do the same. After all, there is no shame in fear itself - it is an instinct that helps keep us alive. But when we are frightened, we must not deny it, lest our repressed fear cloud our thinking and keep us from properly assessing a golem's abilities. Such misguided thinking has brought about the death of too many good people.
Before we begin our analysis, I would remind the reader of the following: While all the information given reflects the typical case study, not all golems will conform precisely to this analysis. Some may be even more powerful, others less fearsome.
Strength
The profound strength of the Created can cause even the bravest of warriors to hesitate. I do not believe I exaggerate in saying that most golems are as powerful as some giants! This is all the more impressive considering the average flesh golem stands only seven to eight feet tall, and some individuals are much smaller. (Even the rumored-to-exist doll golems are said to be able to lift a full-sized human male and toss him about as if he were the doll. I would not be surprised to learn of a diminutive flesh golem who did the same!)
The basis for this immense strength does not seem to rely directly on the components used to construct the golem, although stronger limbs can certainly add to the golem's already formidable strength. Instead, it appears that the flesh (or other material) is tempered and strengthened during the tremendous energy surge that accompanies the creation process.
Big or small, all golems are strong. However, the size of a golem does affect its physical prowess-The average flesh golem is of Large size. But what of the golem built with a hill giant's torso? Or with a dwarfs bandy legs? Such modifications may result in unusual sizes, which affect Strength scores as shown on the table below.
Table 3: Size and Strength
Size
Category |
|
Strength
Modifier |
Huge (12 ft, or more) |
|
+2 |
Large (7-12 ft.) |
|
+1 |
Medium (4-7 ft.) |
|
0 |
Small (2-4 ft.) |
|
-1 |
Tiny (under 2 ft.) |
|
-2 |
Golems with Strength greater than 19 can inflict more damage, as noted on the following table:
Table 4: Strength and Damage
Strength |
|
Damage |
20 |
|
2d8+1 |
21 |
|
2d8+2 |
22 |
|
2d8+3 |
23 |
|
3d8 |
24 |
|
3d8+1 |
25 |
|
3d8+2 |
Each cell burns with a new life, which apparently lends an unnatural capacity to the body as a whole. This tensile strength may in part aid the body in trapping or retaining an appropriate an animating spirit or essence.
Dexterity
Despite their often-lumbering appearance, flesh golems are surprisingly nimble and flexible. This account by my longtime scout, Markil, provides an apt description and warning:
"I'm takin' my shift at guard, sittin' in the tree near the fire like I do, when I see this big thing shufflin' towards me. I can't quite make it out, but I figure such a mashed-up lump of a creature can't be too much of a danger at the moment, being it's still fifty feet away. So's I turn my head to hiss down at Dr. Van Richten and get his attention, next thing I know, there's this pushing feelin', and I'm wakin' up with one mean headache. Guess it's just a good thing that golem hit me 'stead of tearin' me in two. You just never figure a thing like that can move so fast."
As noted in Chapter 1 of the Player's Handbook, Dexterity scores can affect a character's Armor Class (see the section titled "Defensive Adjustment"). The same modifiers can be applied to flesh golems whose Dexterity varies from the base score of 18. For example, a gotem with a Dexterity of 21 has an Armor Class of 5 when defending against an attack that can be dodged.
Markil is correct: The deceptively clumsy appearance of most golems must never lull the hunter into believing his prey to be slow. I do not believe I have ever faced a golem who was not as fast or faster than the most dexterous of my companions, although I have read accounts of slow and fumbling golems.
The power of the creature was poetic, in the same manner as a hurricane or volcanic eruption achieves epic proportions. It seems I stood breathless for hours, gazing at the crags and fissures of the being's variegated features, It was as if the gods had decided this land of ours would not do, and thus sent this creature to tear it down so they could start anew.
Those were my first impressions of the golem I had traveled day and night to confront, it was a monstrous thing, yes, but it had achieved a level of monstrosity so primal that it became as awe-inspiring as any force of nature.
- Astonby of the Oaks, as recorded by Taynesbert in The Open Palm
Once again, this remarkable dexterity does not seem dependent upon any particular parts or materials, although they may have some effect. If so, I do not yet have enough information to determine the relationship between specific body parts and quickness.
Constitution
Even more than it is strong or dexterous, the flesh golem is resilient. In fact, the fortitude of a golem is almost certainly the greatest of its physical traits, and I am yet in awe of it. These creatures rarely tire in battle, and they can resist many physical and magical attacks. Further, when they are harmed, their capacity to regenerate tissue is nothing less than phenomenal. The Created may well enjoy the greatest physical resiliency of any known creature. This much is true: Of all the foul and fantastical monsters I have fought, there is none - not even my especial foe, the vampire - that can match the golem in its sheer resiliency and physical fortitude.
The base Constitution score of flesh golems is 20. Such creatures can regenerate 1 hit point every 6 turns (i.e., every hour). A golem with a greater Constitution score regenerates at a faster rate, as listed in Table 3 of the Player's Handbook (see "Regeneration").
Mental Abilities
The mental capabilities of most golems can be impressive, though they certainly are not as formidable as the creature's physical traits. I shall address two aspects of the flesh golem's mind here: its innate intelligence and its telepathic talents. The psychology of the golem - how it views itself and others - is a topic reserved for another chapter.
Intelligence
Travelers from distant lands often daim that a flesh golem has no more cunning than an animal. This is a grave mistake! Perhaps such people are fooled by the golem's often bestial, uncivilized appearance. Indeed, that appearance has led many an incautious hunter to underestimate his foe and pay for the mistake with his life.
Flesh golems do appear to lack certain advanced mental capabilities, however. There is no evidence that any member of the Created (flesh or otherwise) can appreciate art or grasp complicated philosophical or mathematical principles. On the other hand, I know of no reliable scientist who has spent any length of time conversing with a golem, much less making a serious study of its psyche or intellect. While the creator of a golem often attempts and even relishes such a study, he is incapable of impartial observation. Therefore, it is currently impossible to determine the precise mental limitations of the golem.
Where golems do excel mentally is in low cunning and the ability to manipulate and maneuver in order to gain what they desire. In fact, golems may well be as intelligent, in their fashion, as most humans. Further, it may well be that golems simply do not care about certain issues, and thus only devote their faculties to achieving their personal goals, whatever those might be.
I must offer one additional caution on the mental faculties of golems. Virtually all of the Created have indomitable wills. These monsters are capable of single-mindedly following a course of action for as long as it takes to succeed. Most assuredly, this is why so few creators survive once a golem decides it wishes its "parent" dead - the golem is relentless. My own departed friend and student Antonin Madren was pursued by his creation across several lands before that beast succeeded in striking him down.
The type of brain used determines a flesh golem's Intelligence score. As a general rule, the score is at least one rank below that of the brain's original "owner" (see Intelligence ratings in the monstrous manual tome). For example, a golem with the brain of a wereraven (genius) would be rated "exceptionally intelligent" (15-16), while a golem with the brain of a normal human would have a low Intelligence (5-7), This assumes, however, that the brain is relatively fresh and in excellent condition.
Note that even in Ravenloft, creatures built from a substance other than flesh are most often nonintelligent, following the standard presented in the Monstrous Manual book; they have no brain upon which intelligence can be measured. This is particularly true of golems created through conventional magic. However, any golem born of obsession and given life by the mysterious powers of Ravenloft could exhibit both great intelligence and a distinct personality; such exceptional creatures are described in Chapter Four.
If you ever discover a golem bent on a course of action involving the harm of others, you must immediately turn all your efforts to stopping the creature. Else you must find someone who is willing to do so themselves. Otherwise, who knows how many individuals could lose their lives to the will and power of such a creature?
Telepathic Talent
My brief conversation with Antonin Madren, the former student whose plight first introduced me to golems, indicated the golem he created was able to speak into his mind. Further, Antonin indicated that the golem seemed to always know where he was, and perhaps even what Antonin was thinking. Granted, Antonin was by no means in his right mind when he imparted this information to me. His feelings of persecution, hearing of voices, confused desperation - all are symptoms of paranoia, a psychological disorder.
Several times in the course of my research on the Created I have run across physicians' documents mentioning paranoia, delusional psychosis, and like diagnoses about an individual who (it was later discovered) had created a golem. Of course, the vast majority of individuals so diagnosed truly have the disorder in question, and are not the creators of goiems. Nonetheless, I do feel it is always worthwhile to ask the village's physician, wise woman, priest, or other healer whether they have recently counseled anyone with such delusional or psychotic symptoms. At least once, an investigation of mine was solved by asking just such questions. On other occasions, when the creator had already been murdered by his "child," I was at least given information helpful in tracking the golem in question.
The creation of a golem involves a sustained period of passionate, all-consuming commitment from the creator. Apparently, one element necessary to the success of the project is the need for a bond to develop between creator and Created. However, all evidence indicates that this bond is one-way only. The golem-child has great access to the mind of its creator.
A flesh golem maintains a unique telepathic bond with its creator. At will, the creature can see through the creator's eyes. This ability, coupled with an uncanny ability to know in which direction the creator lies, enables golems to track their makers with a skill no bloodhound could equal. The golem's telepathy is so invasive that the monster, in effect, knows its creator better than the creator knows himself. The creator can keep no desires, fears, dreams, or feelings from his golem. (In this sense, the ability resembles the psionic power of empathy, with no limit to range.) The golem's telepathic ability also enables it to "speak" into the creator's mind at will, regardless of range.
The telepathic power binding the golem and its creator lies solely with the golem. In other words, the creator cannot sense the thoughts or emotions of the golem. Nor can the creator intentionally send messages to the golem. This bond can be broken only if the creator is shielded by powerful magic. Even when the creator is so shielded, the telepathic "voice" of the golem can still reach him, though the golem may lose other benefits of the bond.
The bond seems to be a perversion of the special relationship an infant shares with its mother. As an infant draws sustenance from the mother, the golem apparently needs access to its creator's mind. However, the sustenance gathered from the poisoned mind of the creator inevitably drives the golem to hate its parent.
The Created seem to use their knowledge of their creators to torment and track their "parents." Most golems do not appear to read every waking thought of their creator precisely. Rather, they seem to gain fragmented images and emotions from their creator, enough to give the golems an uncanny ability to discern the creator's whereabouts and predict a creator's actions. This is undoubtedly the reason why so few creators of golems manage to escape the ministrations of their foul progeny.
When I state that the golems must have need of this perverse bond, I may be overstepping myself. Perhaps the only true reason the golem is given the "gift" of a telepathic bond to its creator is to punish the one who would bring such a horror to life.
Compilers' Note: This psychic bond does lend much credence to the good doctor's theory that at least some portion of each Created's "spark of life" comes from the twisted psyche of its obsessed creator.
- GWF
Creating Golems
As the DM, you may wish to create your own unique golem. This is highly encouraged; "personalized" goiems are more interesting and far more frightening, since the players won't know the precise abilities of their foe without proper investigation.
The information in this chapter and the next provides a means for creating new, unique golems. it is assumed that each monster will be "fleshed out" as fully as any NPC, with enough depth to serve as the focus of an adventure. Although this book is mainly concerned with golems of flesh, Chapter Four offers suggestions for other types. In any case, a DM must make the following decisions when creating a new golem:
Who created the golem? It is very important to determine what kind of person created (or is creating) the golem. Each creator is driven by unique obsessions and needs. Deciding on a creator's background often determines many of the golem's eventual abilities and skills.
For example, if the creator is a physician, he might be obsessed with creating the perfect physical specimen. Such a golem probably would be made of flesh, and might be more physically powerful than others of its kind. Or perhaps the creator is a writer obsessed with making a bizarre creature from his novel come to life. Such a goiem might be a strange collection of animal and humanoid body parts.
What type of golem is it? Although most gofems are made of flesh, it is possible to create goiems from wood, stone, glass, and many other materials (see Chapter Four).
If flesh, what body parts to select? Traditionally, a minimum of six bodies must be used in the creation of a flesh golem: one distinct source for each limb, another for the torso and head, and one for the brain itself. It is certainly possible to use components from more than six bodies, however. Further, parts from exceptional humans or other creatures can give a golem unusual powers and abilities.
What are its extraordinary abilities? This chapter suggests unusual powers or skills that can set your golem apart from others of its kind. Such powers help keep the players off guard, and make the creature a more challenging opponent. Take care not to make your golem too challenging, however. In general, an individual creature should receive no more than one or two of these extraordinary abilities.
What are its peculiar vulnerabilitles? Monstrous Manual entries for golems describe the common vulnerabilities of each variety. However, just as you may grant an individual golem an extraordinary ability, you should consider hindering it with an unusual weakness. The "zeitgeber" described in this chapter is just one example. Vulnerability to a particular form of weapon is another.
Most golems can be struck only by enchanted weapons. However, each golem type might also be vulnerable to a particular blessed weapon. Such weapons cause full damage to the susceptible creature. Note that the list below is optional; Dungeon Masters should feel free to devise a vulnerability tailored to a particular golem's history and physical type.
Table 5: Optional Weapon Vulnerabilities
Golem |
|
Weapon Vulnerability |
Bone |
|
Blessed mace |
Clay |
|
Blessed pick |
Flesh |
|
Blessed pitchforks or spear |
Glass |
|
Blessed hammer |
Metal |
|
Blessed sword |
Stone |
|
Blessed pick |
Straw |
|
Blessed sickle |
Wood |
|
Blessed axe |
Final Touches? The quality of craftsmanship and the physical state of body parts used can also have an affect on the golem's abilities - and it need not be for the better! For example, flesh golems do not age as a rule, but an improperly constructed body might well decay, presenting an ever more frightening visage to the PCs.
Biological Concerns
Issues normally addressed when discussing the biology of a species include essential bodily functions, nutritional requirements, and the like. Certain basic questions arise. For example, is the species mammalian, insectile, and so forth? Are they air or water breathers? I shall address such topics below.
Also of concern in a biological survey are reproductive characteristics, including mating rituals, gestation times, and the like. Golems do not reproduce (a limitation for which we may be thankful!), so these issues do not greatly concern us here. If a flesh golem were to seek a mate, it would be for purely psychological reasons, rather than a response to any physical drive.
In general, it can be assumed that flesh golems are closer to mammals in nature than any other type of creature. However, this is at best a loose association - a remembrance of the body's past, perhaps.
Odd Parts and Basic Traits
One of the easiest ways to create an unique flesh golem is through the use of unusual or exceptional body parts. Body parts taken from monsters, demihuman races, and even animals can affect the golem's basic ability scores and other fundamental statistics. (Unusual parts may also give a goiem other extraordinary abilities, which are discussed below.)
The table to the right is organized by body part. Each subtable presents a range of creatures whose corpses might supply components to the adventurous assembler. However, the charts are by no means exhaustive. Further, they're provided as guidelines only; as DM, you should feei free to expand and adapt the information as you see fit. For example, if a maniacal MFC in your campaign creates a flesh golem using the arms of a hobgoblin, you could assume this option boosts the creature's Strength by 1 point, considering a hobgoblin is similar in Strength to a bugbear.
There is one restriction in regard to combining various creatures' body parts: All parts used to create a particular golem must come from creatures within one size category of each other. For example, the arms of a hill giant (size: Huge) could not be placed on the body of a human (size: Medium), However, the same arms could be placed on the body of a gnoll (size: Large). The monstrous manual tome lists all size categories for monsters and creatures.
Table 6: Effects of Odd Body Parts
Torsos |
Hill Giant |
|
+3 Strength |
Ogre |
|
+2 Strength |
Bugbear |
|
+1 Strength |
Dwarf |
|
+1 Constitution |
Horse |
|
+1 Constitution +1 Strength |
Arms |
Hill Giant |
|
+2 Strength -2 Dexterity |
Owlbear |
|
+1 Strength +2 Damage (from claws) |
Goblyn |
|
+1 Strength +1 Dexterity |
Elf |
|
+1 Dexterity |
Gnoll |
|
+1 Strength |
Legs |
Horse |
|
MV 24; Extra attacks (2 rear hooves), damage 1d4/1d4 |
Elf |
|
+1 Dexterity |
Ogre |
|
MV 9, +1 Strength |
Huge Spider |
|
MV 18, +1 Dexterity |
Wolfwere |
|
MV 18, +1 Constitution |
Miscellaneous |
Elf eyes |
|
60' infravision, +1 Charisma |
Giant Fly eyes |
|
360-degree vision, surprised on roll of 1 only |
Heart of a Lion |
|
+1 Hit Dice |
Heart of a Paladin |
|
+2 Hit Dice +2 Charisma |
Blood of a Bard |
|
+1 Charisma |
Life Span
By all accounts, golems do not experience physical development, nor do they age. It is possible that a golem's life span is so long that we, who live for but a moment by comparison, simply cannot recognize such gradual changes. However, for all practical purposes, we must assume that flesh golems can live forever. (Not surprisingly, this immortality applies equally to golems made of materials others than flesh.)
I base this assumption upon the experiences of others, as well as upon my own firsthand observations. There are legends of individual golems appearing and reappearing in a specific area over the course of centuries. (Most notable are those accounts of a powerful fiend who haunts the isles off the coast of Lamordia.) Of course, it is quite possible that more than one flesh golem might be at work in such tales. However, given the rarity of these creatures, and given further similarities noted by the witnesses, it seems likely to me that similar accounts spanning centuries do indeed describe the same creature. This certainly supports the notion of a very long life span.
It seems that flesh golems do undergo an initial period of mental development and are thereafter mature. Fortunately, there is no indication that golems gain power or prowess with age. On the other hand, neither do they seem to lose any power.
Golems do not age as a rule. Thus, they live until they're destroyed. Rare exceptions might include a flesh golem that was improperly constructed, or a creature condemned to aging by the mysterious powers of Ravenloft.
Respiration
It is still questionable whether golems have any need to breathe. Many observers have claimed that the creatures do; after all, most golems can generally speak and make other vocalizations, so it would appear their lungs are functional. My own belief is as follows: While many golems are able to breathe, few (if any) require air to sustain themselves. In short, they could suspend their breathing indefinitely without any ill effect.
I have heard of a peculiar flesh golem who has supposedly taken to haunting the seas west of Martira Bay, where his creator was a fisherman. Apparently, this golem can remain underwater for extended periods of time without sustaining any harm whatsoever. Of course, this ability may be a peculiarity of the particular golem, but I do not believe this to be the case.
Despite this phenomenon, if you should have an opportunity to bury a golem under an avalanche,
for example, or to drown the monster, by all means attempt it. At the worst, such a tactic might afford you and your fellows some time to regroup? - a rare luxury when battling the Created! Perhaps the attempt will even be successful in disabling your enemy. Still, you must be ever vigilant. Never make the assumption your foe is truly defeated until all that remains of the fiend is ashes and nightmares.
All golems - flesh and otherwise - can survive without breathing. Thus, they cannot be harmed by being choked, buried, immersed in water, or by any other suffocating attack. Additionally, golems are not subject to spells that affect the respiratory system (such as stinking cloud, cloudkill, and so forth).
Nutritional Requirements
It is uncertain whether golems have any nutritional requirements whatsoever. If the creature needs no air to sustain its unnatural life, then is it not reasonable to assume it also can forego food? However, some few observers have noted that golems have the capacity to eat if they so desire. Of course, that still begs the question as to whether such golems eat out of necessity or for sheer pleasure. After all, many of us eat simply because we enjoy the act itself. Perhaps golems feel the same.
To my knowledge, only one golem has been held in captivity for any length of time. The danger of such a proposal is so prohibitive as to be almost unthinkable, yet I know of one group who attempted it nonetheless. May the gods look kindly upon their souls!
Apparently, the group included three brave individuals: the foreign mage Maya Junifell, the dwarf priest Taganaceous Barrelfist, and the sage warrior Astonby of the Oaks (the same warrior-philosopher whose engrossing adventures are chronicled in Taynes-bert's epic saga The Open Palm). These brave friends and comrades managed to successfully battle the flesh golem into unconsciousness and place the creature within a specially prepared chamber.
Of the few scraps of notes later salvaged from the wreckage of their stronghold, one was an observation by Taganaceous regarding the golem's apparent hunger upon awakening. The
monster almost immediately devoured two entire suckling pigs left within its enclosure. Taganaceous goes on to report that the golem refused all foodstuffs after that point.
Why did the golem eat the pigs? There are many possible reasons, ranging from fury and a desire to destroy to actual hunger and physical need. However, if golems do need to eat, it is apparently far less often than the vast majority of creatures. Unfortunately, no more than speculation is currently possible given our lack of solid information.
Flesh golems born of obsession need to eat flesh - that is, fresh meat or carrion - in order to replenish their physical body. However, only one meal a week is required. The fiesh consumed is generally equal to that found in a suckling pig. If a golem goes more than one week without consuming flesh, it will begin to lose 1 point of Constitution per week. Once the golem eats sufficiently again, it will regain any Constitution lost at the rate of 1 point per day. (A smart party might be able to starve a golem under certain circumstances.)
Golems may also hasten their regenerative capabilities by consuming flesh, gaining an additional 2 hit points per turn spent eating. However, eating will not give the golem more than its
initial number of hit points.
For further information on the regenerative abilities of golems, see below.
Zeitgebers
The parts making up a flesh golem's physical form may be seen as being fused into a single, living being. This fusing creates much of the golem's great strength and, in all probability contributes to their apparent immortality.
The golem's life appears marked by a monotony within as well as without. As I have stated, the creature's appearance and physical prowess do not change with time. Further, while some flesh golems are capable of eating and breathing, they do not need to do so - these processes seem but vestiges of the body's former existence.
Golems also lack any fixed cycle of activity and rest. In short, they do not require sleep. This information may not seem particularly relevant to our concerns, but in fact it is of great interest. Because the Created need no rest, they are able to pursue their activities relentlessly, without any hint of fatigue. This ability places golem hunters at a great disadvantage, as they most certainly need time for both rest and recuperation.
I can offer but one hopeful piece of information on this subject: Golems sometimes respond to zeitgebers (tsight-gay-bers). A zeitgeber is any natural phenomenon that triggers certain behavior in living creatures. For instance, many small mammals respond to the decreasing temperatures of winter by going into hibernation. Hibernation is thus triggered by a zeitgeber. In this instance, the onset of a season - with the accompanying drop in temperature and shortening days - is the zeitgeber.
The most common zeitgeber to which flesh golems respond is light. This response appears to reflect some fragile link to the past existence of the body parts - an unusual sort of "memory," as it were. In most cases, the zeitgeber causes the creature to enter a state of inactivity or comparative weakness. On several occasions, I have noted flesh golems suddenly ceasing their activities for a period of perhaps twenty or thirty seconds at sundown. It is an odd occurrence, and it certainly does not apply to all creatures. However, those that do exhibit this behavior are probably affected by this zeitgeber.
February the Third
This second day on the mountain, was perhaps the coldest I have ever experienced! Even
wrapped in flue layers of silks, wool, and furs, my body became numb and I succumbed to a bit of frostbite. And the sun on the snow and ice: blinding! I feared I would stumble off the cliff face and tumble to my death before facing the thing that has terrorized the viliage of Uselix for twenty years.
The creature is rumored to be eight feet or more in height, rudely put together as if it were the cast-off plaything of some god-child. Its hands are said to be twisted and taloned, with the jaws and wicked teeth of the snow bear.
Perhaps tomorrow I and my local hirelings will be able to bring down this terrible beast man, and I shall become famous!
- From the journal of Terrence Crannock
Of course, it is possible that certain golems may respond to other, more unusual zeitgebers. For example, I have heard one tale of a golem who was halted in its tracks by a particular melody, though I cannot be sure whether the effect was physical, psychological, or both. Such triggers, if discovered, can become useful weapons in the hands of a resourceful golem hunter. Although I would not count on your opponent pausing in such a manner, it is an interesting and possibly exploitable oddity of golem behavior.
The zeitgeber can become a key element in an adventure involving a golem. Golems are extremely dangerous foes, and providing an Achilles' heel in the form of a zeitgeber, or triggered behavior, can give clever players an interesting weakness to exploit.
A zeitgeber can also set a golem of your own creation apart from the ordinary. The list of potential "triggers" is endless. The sound of a certain musical instrument, the sight of an open grave, the scent of lilacs- these are but a few possibilities. However, a particular zeitgeber should not be chosen randomly. Rather, the zeitgeber should reflect some peculiarity of the monster's creator or the monster itself. This sort of zeitgeber is particularly atmospheric and emphasizes the twisted relationship between creator and creation that is at the heart of many golem adventures.
For example, imagine that the golem's creator is a musician obsessed with the notion of composing and producing the perfect opera. He creates a golem so that he might have the perfect tenor for the starring role. However, whenever the monster hears the strains of organ music, it begins howling uncontrollably in a parody of song. As for possible game effects, while "singing" the golem could suffer a -2 penalty to hit, or even be unable to initiate an attack (although it should remain able to defend itself).
The effects of a zeitgeber can be as unique as the zeitgeber itself. For example, the creature might attempt to kill anyone who brings the particular trigger into effect, or perhaps the goiern would remember its former life for 1d4 rounds. Other possibilities for zeitgeber effects include the following: causing the golem pain; making the golem flee for 1d6 rounds; causing the golem to come running; making the golem unable to attack the person causing the zeitgeber; and causing the golem to take a particular action, such as dancing.
The DM creating a new golem is encouraged to devise unique zeitgebers for the creature, as well as the zeitgeber's unusuat effects. A golem with unknown abilities and weaknesses will be much more exciting and horrifying than a monster whose abilities are utterly familiar to players.
Resilency of Golem Flesh
The flesh forming the body of a golem is apparently greatly transformed during the creation process, becoming stronger, denser, and far less porous. It seems probable this is in fact necessary in order for the flesh to maintain its integrity. This process may be likened in some ways to the transformation certain trees go through in the forests of Keening. Some oaks in that desolate area petrify, their trunks developing a peculiar density similar to that of granite.
The transformed and strengthened flesh appears generally waxen in tex-ture, save around the stitches. Such areas, traumatically sewn and fused together into a workable unit, appear reddish and angry. This effect may fade with the passage of time, however. Thus, a careful observer can guess at the relative "age" of a golem by observing the amount of inflammation around the site of any stitching.
Despite the great strength and density of the golem's flesh, there is apparently no loss of flexibility. In fact, Kenyard Brisbane, a former student of mine and devoted foe of evil in all its myriad forms, once told me he observed a golem who dislocated his own shoulder entirely - merely to reach a small rabbit hiding within a small hollow! According to Kenyard, the golem appeared to have no qualms whatsoever about such self-mutilation, merely pushing the disjointed arm back into place after he had reached his quarry.
Of course, Kenyard's observations reveal as much about the golem's sense of pain as his flexibility. Given this and similar reports, I have come to believe that golems either do not feel pain or that pain does not affect them in the way it does you or me. The vast majority of humans and demihumans find it extremely difficult to function with a dislocated limb. This pain
resistance (or lack of the capability to feel pain) is, of course, no boon to golem hunters. Though we may harm a golem. we can never be certain that such damage has impaired its capabilities until the moment the hideous creature actually falls.
All golems are utterly immune to poison and cannot be harmed by any toxin. Further, they are completely immune to disease, including magical maladies.
I'd like to end this section with an intriguing digression. Kenyard, my former student, noted another curious matter regarding the golem with the dislocated shoulder. Despite an apparent need for an occasional meal. the golem did not eat the rabbit once it attained it. Instead, the creature carefully ripped the poor creature apart and then stared at its remains for nearly an hour - as it the golem were performing some biological survey of its own.
Resistance to Toxins
The innards ot the flesh golem appear Just as rugged as the exterior tissue - as any hunter who has utilized poisonous gas (or poisons of any sort) against their kind can attest. Like all members of the Created, flesh golems are immune to toxins. This immunity serves as a further example that the flesh of the Created no longer functions in anything near its original fashion. Of course, this comes as no real surprise, since the flesh is "deceased" before being violently fused together during the reanimation process.
Weapon Immunities
The incredible density of the golem's flesh creates yet another difficulty for its foes. In most cases, weaponry must be magical to puncture or lacerate this tissue. A nonmagical blade or cudgel pushes into the yet-resilient flesh, but refuses to penetrate or draw blood. For instance, I once observed a fighter thrusting his sword directly into a golem's neck, but when the sword withdrew, the creature's skin was unmarred!
A flesh golem created in Ravenloft can be struck by weapons of +1 or better enchantment (see appendix for complete combat statistics). They are vulnerable to magical spells, except mind- or life-affecting spelts such as sleep, hold, charm, or finger of death. Further, they can be struck by creatures with at least 4+1 Hit Dice (PCs do not qualify regardless of level).
Like all golems created in Ravenloft, flesh golems receive a +4 bonus to saving throws against physical damage, including spell effects. They are partially immune to cold and electricity. Cold or electrical attacks cause half damage, but do no harm if the golem makes a successful saving throw.
Fire and acid both cause full damage to flesh golems. Acid can be held only in glass or ceramic containers. A normal-sized flask of acid inflicts 1d8+2 points of damage.
A normal metal weapon that has been heated until it is "red hot" and glowing can also be effective against flesh golems. The weapon must be placed in a fire of considerable size and intensity - such as a large bonfire, raging furnace, or some other inferno. The heated weapon must be at least as large as a short sword; otherwise it softens and becomes ineffective. Further, the weapon must make a saving throw vs. magical fire each time it is heated, and a saving throw vs. crushing blow every time the hot metal delivers a blow. If the weapon fails a saving throw, it becomes too warped and/or blunted to be useful. Note that a weapon heated in this manner remains hot for 2 rounds only.
Flesh golems may be susceptible to blessed spears or pitchforks. As the DM. you should feel free to give an individual golem a unique weapon vulnerability. Try to tailor the vulnerability to the golem's story, however.
Moreover, to "draw blood" from a golem is at best a euphemistic notion. Flesh golems do not truly bleed. When the tissue such a creature is pierced, it oozes a watery, odoriferous liquid similar in appearance to plasma, though the smell is closer to that of rancid meat or a gangrenous wound.
It is interesting to note that nonmagical weapons do not always fail to harm the Created. Apparently, enraged mobs of peasants armed with mere pitchforks and firebrands have brought down a golem on several occasions. Nonetheless, if you ever plan on facing one of these monstrosities, I strongly recommend procuring as many magical weapons as possible. It may well mean the difference between suffering only a few losses and losing your entire party.
Basic Regeneration
Power; like a desolating pestilence,
Pollutes whate'er it touches; and obedience,
Bane of all genius, virtue, freedom, truth,
Makes slaves of men, and, of the human frame,
A mechanical automaton.
- Percy Bysshe Shelley, Queen Mab, III
One of the most horrific and yet fascinating aspects of the flesh golem's tissue is its capacity to repair itself at an extremely rapid pace. In a matter of hours, a golem can heal completely from a wound that would impair a stalwart warrior for days.
As noted earlier in this chapter, the regeneration rate of golems is based on their Constitution. Thus, regeneration rates vary between 1 hit point per 6 turns (20 Constitution) and 5 hit point per turn (25 Constitution).
However, some flesh golems also have the ability known as hyper-regeneration, a phenomenal form of regeneration that takes effect when the creature's hit points drop to 0. Hyper-regeneration is explained later in this chapter.
Even more incredible is the sensitivity and adaptability of the flesh golem's system. In recent years, I have begun to believe that the Created have some unique form of regenerative capabilities, which are highly specialized. These powers of regeneration come into use when the golem is mortally injured. I can think of no other reasonable explanation for the uncanny ability of the Created to fully recover from horrendous wounds which had felled the creature only minutes before.
I have witnessed this phenomenon several times firsthand, but the first is yet the most vivid. I cannot begin to describe the depths of horror I felt on that fateful night. My battle - worn companions and I were celebrating the demise of our foe - when the very creature rose up in apparently perfect health! Alas, two more of our number perished before the golem fell again to our weapons and spells. Only my compatriot Nikita and I remained. This time neither she nor I rested until we had burned every piece of the golem's body to ash.
To this day Nikita refuses to hunt another golem, and in truth I cannot blame her. The wiry thief still claims the golem attempted to grab her hand and drag her with it onto its funeral pyre. Although I did not witness the event, being on the other side of the rather large fire, I do not doubt that the golem's great evil and tremendous will enabled such a final attempt.
Be forewarned, good friends! The creature you believe must surely be dead may instead simply be waiting for you to let down your guard before it resumes its attack, fully refreshed and functioning perfectly!
February the Fourth
Tonight I write from the confines of a tiny shelter, which my fiue remaining hirelings were able to carve out of the ice and. snow. Outside, the storm that swept down on our poor group this afternoon rages still.
I grieve for the brave men of Uselix who lost their lives today. And all for nothing! Even as the first gusts of wind and snow reached our group, the creature was upon us. I now know why the thing was so difficult to track. The monster was lying in wait for us, but not behind some rocks or trees. No, it was watting beneath a layer of snow and ice precisely at the narrowest point in the mountain pass.
Our first man went down before we realized the creature's trap. From that point onward my memory is but a blur, a patchwork made up of dying men and that looming, rending, killing monstrosity. Worse yet, our weapons did not even seem to scratch the thing's hide...
- From the journal of Terrence Crannock
Reassembly
Even if you are fortunate enough to sufficiently damage a golem to the point where it can no longer regenerate, it would not be wise to leave any part of the creature intact. If the golem's creator is still among the living (or, the gods forbid, some other person attempts this!), he may well be able to repair his creation.
Any disassembled golem - be it flesh, metal, or otherwise - can be put back together and reanimated as long as at least 50% of its original parts remain available and intact (and in excellent condition). Assuming the body is repaired, the only requirement for reanimation is a simple bolt of energy; the life force of the golem is already within its body. The energy - typically a bolt of lightning - merely provides the necessary charge to the golem's "batteries."
This process of repair involves two stages: First, the creator reattaches the golem's body parts. Then, he recharges the golem through a burst of energy, which is normally a lightning bolt. Once reanimated, the golem is as powerful as it was before, showing no signs of the damage you and your comrades fought so hard to inflict!
February the Fifth
I have done it!
Sadly, however, I am the only remaining member of this expedition, and I owe my success to poor Tomas. it was, after all, his idea to place our weapons in the campfire.
As he stated in his simple, plainspoken manner: "It works with the wolves. Whenever there's a whole pack of them and only a few of us herders, we heat our weapons right up till they start to glow. You only do It with old weapons, on account of the blades sometimes break, but all you have to do is poke a wolf once and the whole lot of them takes off right quick."
I shall be sure to tell Tomas's family of his sharp thinking when I present my condolences to them. The lad's plan actually worked! When the horrid creature finally came upon us once more, we pulled our weapons from the fire and, our hands wrapped in wool, we faced off against the miglity creature. As soon as I struck the. first blow I knew we could defeat the thing, for the. weapons burned into the. monster's flesh as if it were butter! The battle was bitter, but I prevailed!
Even now the thing's body lies just outside. On the morrow I shall altach it. to the sled and bring home my trophy in triumph so that all might witness.
-Final journal entry of Terrence Crannock
Extraordianry Abilities
Golems are extraordinarily diverse creatures, each a unique reflection of its creator's obsessions and desires. As such, almost all golems have certain unusual abilities and powers which other creatures of the same type lack. Most golems have no more than two of these unusual or unique abilities, however. This is fortunate, as any power given to the Created beyond that which they already possess is truly frightening. Such abilities can be very dangerous, but most particularly if they come as a total surprise to the golem hunter.
I have therefore attempted to compile a representative sampling of the extraordinary abilities that either I or a reliable witness has seen manifested in one of the Created. Most examples are not linked to a golem's physical body per se, but instead derive from the creator's particular reasons for creating the golem. I point this out by way of a warning: Such abilities might apply equally to golems constructed from a material other than flesh (although my research along this vein is admittedly less reliable). I shall also present abilities derived from peculiar body parts - the snout from a hound, for example, or the arms of two giant apes. Obviously, the abilities arising from such peculiar parts apply solely to creatures of flesh.
As you read the following descriptions, keep in mind that the list is only representative, it is by no means meant to be an exhaustive compilation of such abilities.
Gizella, the young girl I mentioned in my precious entry, lay curled on her straw pallet, the light from the flames bathing her flesh with the ruddiness of life. Relieved, I stepped forward, preparing to wake her: As I reached out, I noticed that Gizella's face. was turned toward the fire. But her body was turned toward the doorway opposite!
For the second time in as many days, I was too late. Being careful not to disturb the body, I noted the massive contusions and bruises ail along the girl's neck and shoulders. Brushing back her long, pale hair I found what I was seeking: the bruised imprints of the culprit's fingers, starkly malevolent against the pale flesh. Setting to work, I carefully measured the marks. It soon became obvious to me that the fingers belonged to no ordinary mortal. For what human or demihuman has the fingers of a human man on one hand and the fleshy claws of an owlbear on the other?
My horror at the untimely and particularly brutal murder of this unfortunate young girl, not yet seventeen winters old, has only strengthened my resolve. Tomorrow, I will send for Palovian and his group. After the evidence discovered tonight, I am conduced the golem created by Delona is murdering the youth of this village.
- From the journal of Dr. Van Richten
Animate Dead
I once faced a flesh golem who had the ability to animate any corpse it touched. The creature seemed to revel in animating the freshly killed bodies of its foes, and I remember with great sadness having to strike down the animated body of one of my companions in the very same battle in which he was killed.
The animated corpses were not golems, of course, but some sort of lesser undead creatures. Still, it would certainly be possible to be overwhelmed when faced by a large number of such animate dead.
A golem with the animate dead ability can animate and control a number of corpses equaling up to twice its Hit Dice. However, the golem can only give general, empathic commands such as feelings of rage. The golem cannot control exactly who its creatures will feel rage toward. (One exception: They never attack the golem.) Such animated corpses function as zombies.
Cause Despair
An encounter with any golem would bring about some degree of despair, of course. However, in the lower reaches of G'Henna, I encountered a flesh golem who could wield despair as surely as a warrior might wield a sword. This golem's victims were overcome with great melancholy and hopelessness, no matter how bold they might otherwise have been. To trigger the desired effect in a victim, the golem deliberately tore away chunks of its own flesh while moving toward its target. What made this terrible sight even more hideous was the creature's constant smile, as of some circus clown, leering evilly beneath its dead eyes.
Victims who succumbed to this despair would find themselves barely able to defend themselves, let alone cast spells or flee. I myself was fortunate enough to stave off this attack long enough to make my escape. Still, a wave of absolute lethargy and apathy came over me, and it nearly drowned my will.
Golems with this power can cause despair up to three times per day. To do so, the gotem must consciously exert its will while simultaneously moaning, ripping at its own flesh, laughing, or performing some other action designed to horrify observers.
Anyone looking upon the golem must make a successful saving throw vs. death magic or be overwhelmed by apathy and despair. Affected individuals can only defend themselves, and may not take any offensive actions or attempt to flee at a rate faster than a slow walk. This effect lasts as long as the gotem remains in the victim's sight.
Cause Horror
Hataras the Quiet once told me of a golem whose hideous laughter nearly drove him to madness. The dwarf shook with fear as he related the tale, and he spoke in no more than a whisper. And this was nearly a year after the incident! indeed, he said he could not bring himself to leave his home for several weeks following the horrible encounter, and that the hideous laughter still echoed in his nightmares whenever his weary mind drifted into sleep.
I too have faced such a gibbering creature. No words could describe the chilling sensation that its maniacal laughter produced in me. Hardened warriors may faint and the most faithful of priests despair upon hearing such a sound, but all who do are sorely put not to give in to its debilitating terror.
Anyone hearing the gibbering golem's laugh must make a successful saving throw vs. death magic with a -2 penalty. Those who fail suffer the effects of a failed fear check.
Climb Sheer Surfaces
I have both heard and read accounts of golems who can climb sheer walls as easily you or I might walk across a room. While I personally have not witnessed such a phenomenon, the trait described reminds me of the vampire's ability to scale vertical surfaces, and I would not be surprised to learn that golems are equally adept.
Golems with this ability have an 85% chance to climb sheer surfaces (as would a thief). Some flesh golems also have other thieflike abilities. Such golems should be treated as 5th-tevel thieves when such abilities are gauged.
Disease Touch
It is possible for a golem to confer a highly contagious rotting disease with no more than its touch. Such a touch wreaks hideous results upon living flesh, and I am glad to say that I have witnessed the effects only once. If my experience and gathered accounts are correct, a golem with this ability secretes some sort of virulent pus from its pores. As a result, the creature's skin gains a moist, pustulant coating, which harbors the virus. The golem itself is immune to the effects of this disease, whose symptoms included blackened buboes (better known as pustules), high fever, delirium, and eventual death. The only treatment known to be effective is the priest spell cure disease.
I pray that you never run into such a creature yourself. However, if you notice that the skin of the golem you fight seems to constantly glisten, be extremely wary of touching the moisture - lest you contract this dread affliction!
Victims touched by the golem must make a saving throw vs. death magic. Those who fail this saving throw will be stricken ill, losing 25% of their original hit points per turn. When a victim's hit points reach 0, the character falls unconscious. The victim will then lose 1 point of Constitution per day until cured (or until reaching 0 Constitution and death). Constitution loss is permanent. No normal or magical healing short of a cure disease or heal spell will cure this terrible affliction.
Energy Drain
This is one of many golem abilities that instill weakness and terror in those who face the creature. A golem with such a draining power weakens the victim by touch. The loss reflects a waning of the victim's spirit more than any diminished physical capacity. Yet this touch can be so devastating that the victim never fully recovers from the onslaught. Perhaps he will fall prey to illness more easily in the future, or simply feel a lack of energy and vibrancy. With hard work and tremendous discipline, however, much of the results of this touch can be relieved - as I well know from my own experience.
When the golem touches its victim, it can drain 1d6 hit points. There is no saving throw against this effect. Through both normal or magical healing, the victim can recover haif the lost hit points (rounded down). Remaining hit points are permanently lost. The golem can use this ability up to 3 times a day.
Hyper-Regeneration
I have watched in horror as golems that were supposedly killed only minutes before have risen anew, in perfect health, to strike again. I can only assume that certain golems possess some sort of survival reflex, which causes a sudden upswing in their already rapid regenerative abilities. Thank the gods the monsters do not seem capable of this sort of healing at will; it only seems to occur after the creature is felled.
If what I surmise about golems is true, at least some of these creatures have a unique ability to "hyper-regenerate." This phenomenon might be best likened to our own bodies' ability to produce a sudden surge of adrenaline in a time of great stress. These surges can, at times, be so profound they enable us to perform heroic feats normally outside our capability. A young mother, for example, who otherwise struggles to carry a load of firewood, may heft a massive tree trunk if it has fallen and trapped her child.
Certain monks and other ascetics can learn, through rigorous training, to control their adrenaline surges and other physiological changes. However, I have neither seen nor heard of a golem able to do the same with its regenerative fail-safe. Pray to the gods that this is always the case. A golem with such abilities under its conscious control would be nigh onto unstoppable.
This accelerated rate of regeneration occurs when the golem's hit points drop below 0. At this point the regeneration rate rises to 10 points per round, and lasts until the golem is fully healed. The golem may rise at any time during this process (once its hit points are above 0); however, the creature usually waits until it has fully recovered before doing so.
Hyper-regeneration is one of the abilities that can be used for maximum scare effect on players. There is nothing more frightening than having the monster you just "killed" stand up in perfect condition a few moments later!
Spell-like Abilities
No golem can cast spells. However, the "stench of decay" described below is a prominent example of a spell-like ability - an extraordinary ability which mimics a particular wizard spell. It is only one of many, in a category that varies greatly in scope. Other possible spell-like abilities - those of which I am currently aware - are detailed below. Typically, an individual creature will boast only one or two such powers. Further, the golem cannot use a spell-like power as often as it pleases; three uses per day is the usual maximum, though some are limited to just one occurrence.
I believe such powers reflect the particular creator's skewed desires or obsessions. For instance, I have heard tell of a golem who could cause darkness on even the brightest of sunlit days. Its creator apparently had a pathological fear of the dark. Additionally, I once read of a golem whose creator longed to be taken seriously by those who mocked him. The golem he later constructed could cause those who gazed upon it to begin laughing uncontrollably for minutes on end. Of course, this was not the laughter of harmless amusement - rather the racking, gasping sounds of a victim barely able to breathe due to the terrible laughter arising from his own throat.
It seems that a particular golem's extraordinary or unique abilities are more often than not mockeries of the creator's true desires. Ironic, is it not?
A golem's spell-like abilities can mimic any of a number of 1st- to 3rd-level wizard spells. The DM should feet free to choose any such ability that seems fitting for a golem of his or her own design. Though Van Richten suggests a maximum of three uses, that is exceptional. As a rule, a golem should be able to use any spell-like ability only once per day.
Stench of Decay
Cyrilia, the Vistani woman whose story I related earlier in this volume, told of the clay golem Vassa having a terrible odor. The stench was enough to make Cyrilla's eyes water, and she told me it was difficult to breathe while close to the golem. Cyrilia described the odor as a stench of decay, and I believe this to be an appropriate description.
When fighting a golem with such a stench it is wise to wrap a perfumed cloth about your nose and mouth; this can lessen the distracting and debilitating effects of the stench.
When facing such a stench, victims are allowed a saving throw vs. poison. Those who fail are affected as per the 2nd-level wizard spell Stinking Cloud.
Transferable Telepathy
As is described earlier in this chapter, all golems born of obsession have a profound telepathic link with their creator. This link is so deep that it allows the golem to know the creator better than he knows himself, sensing his deepest fears and desires. It also allows the golem to speak into the creator's mind at will.
The information I am about to relate stems from an extremely old tale, and I was unable to verify the source. Nonetheless, I find the possibility it presents so disturbing that I cannot in all good conscience ignore, it. The fragmented tale describes a golem that could transfer its telepathic ability. Once the creature's creator was dead, it found another parental figure to latch onto! Of course, this unwitting individual failed to meet the golem's expectations, and he, too, met with a violent end.
According to the story, once the golem became linked to an individual, it would begin speaking into the poor victim's mind, causing that person to believe he was losing his sanity. Eventually, the link ended with the death of the new "parent," so being chosen by this golem was, in essence, a death sentence for the unsuspecting victim. How the golem chose its victims is uncertain.
A golem with this ability can sequentially use its power of specific telepathy. Once a goiem connects to a new individual, it cannot aimply decide to drop the link, however. The only way for the link to end is through death - either the golem's or its victim's.
Unusual Powers from Odd Parts
Flesh golems may also gain special abilities from unusual parts used in their construction. Whether from ego or as a result of twisted obsessions that we cannot begin to comprehend, some creators choose to assemble their golems from a variety of human, demihuman, animal, and even monstrous body parts - until the result makes an already startling creature truly bizarre.
We were just bringing in the day's catch, and I remember spotting a particularly fine halibut in the net when the thing swooped down on us. At first I thought maybe it was one of those gargoyle things, but it didn't look like any gargoyle I'd ever seen. What it looked like was a nightmare come to life.
It's funny, but I can hardly seem to remember its face. What I remember best is the smell of the brine and the rush of the wind, and poor Neddie-boy's wide-open eyes right before it took him. I mean, the thing just snatched him up right out of the boat. Then it flew higher and higher. It had leathery wings, and its body was like something one of my kids would have stuck together. You know, like a doll made from the wrong-sized parts.! don't even know why It took Neddie, I mean - it wasn't for food. And it didn't even seem to want him. it Just flew up high and then dropped him onto a rock-like it had been some kind of experiment or something! Then it flew off. Neddie sure didn't deserve that... Heck, nobody does.
-Account of an anonymous fisherman
It is essential for the golem hunter to be able to accurately predict the abilities of the foe from an analysis of its appearance. To aid in this effort, the abilities derived from a representative sampling of the innumerable possible body parts are discussed below. Bear in mind that these examples barely scratch the surface of possible golem anatomy, and recall that it is always better to overestimate than to underestimate your foe!
Limbs. Both the number and the type of limbs that the creator attaches to a golem affect its powers and capabilities. This is particularly true of limbs that offered the "original owner" special abilities or provided modes of travel. For example, I have heard rumors of a peculiar creature inhabiting the jungles of Sri Raji. If the reports are accurate, the creature primarily travels by brachiating - that is, by swinging from tree limb to tree limb - through use of its long forelimbs, at an exceedingly rapid rate. These unusual limbs, presumably taken from some primate, grant the golem the power to utilize this swift and silent means of travel, and to attack its victims from above with little if any warning. Apparently, the creature even boasts a prehensile tail with which it hangs from above!
The potential combinations are almost boundless. I know of at least two tales of a golem with the wings of a giant eagle - these golems could fly. If a golem flies, we can assume this ability has a dramatic effect on the monster's choice of lair. Unfortunately, it also hinders our ability to both locate and destroy such a creature.
A golem with the body of a horse would move extremely rapidly and have the advantage of powerful rear-hoof attacks as well. Readers who use their imaginations can surely come up with a number of other possible abilities as well. What is important is that the hunter always attempt to remain open and flexible in his thinking about golem abilities.
Sensory Organs. A creator often chooses to use eyes, ears, or other sensory organs from nonhuman sources for reasons other than aesthetics. Those delicately shaped elf
eyes which "grace" the golem's brow grant the golem not only visual acuity but the ability to see into the infrared spectrum as well. The use of ears from species with exceptionally keen hearing grant that same sharpness to the golem.
A golem that once dwelled near Dervich was reputed to have tracked its prey by scent, with the aid of the bloodhound's snout grafted to its humanoid countenance. The hunter should always assume that the goiem's senses are far keener than his own.
Other Body Parts. In addition to these relatively mundane organs and limbs, many fantastical appendages could be attached to the golem.
Astonby of the Oaks once wrote of his encounter with a flesh golem equipped with the eyes of a giant fly and the stinger of a giant scorpion. These appendages gave the golem a nearly 360-degree range of vision, as well as an additional poisoned attack. I've also heard of a golem with the tongue of a giant frog. Apparently, the golem used the tongue to snag small prey, which it then proceeded to ravage. It also used the tongue to gain a stranglehold on larger victims.
While the list could continue indefinitely, these examples provide the reader with a good idea of the range of physical combinations possible among the Created. I find it ironic that a mad scientist might labor year after year, performing countless dissections in his quest for knowledge concerning life, then ultimately stitch together a creature about whose abilities he knows almost nothing. Indeed, many creators die at the moment they first glimpse the true potential of the golem - at the moment their creation turns against them and strikes them down.
For DMs constructing a unique golem, peculiar body parts offer nearly boundless possibilities. The powers arising from such parts can truly surprise and frighten players. Below are several examples of the abilities which flesh golems might gain from exotic parts.
Gargoyle Wings: These wings allow the golem to fly at a rate of 15 (D or E). Additionally, the golem appears even more terrible, causing a
-1 penalty to any fear checks made in its presence.
Monkey's Tail: This prehensile tail enables the golem to swing from tree !imb to tree limb at a rate of 12.
Giant Scorpion's Tail: This tail gives the golem an additional attack. If the attack hits, it causes 1d4 points of damage and the victim must successfully save vs. poison or lose an additional 2d4 hit points. The venom of the golem's tail can be used only three times a day.
Mage's Brain: A golem with a mage's brain can cast one Ist-level spell per day. This is a variation on (or rationale for) the spell-like abilities of some golems.
Basilisk's Eyes: These eyes do not grant the golem the ability to petrify its opponents. However, they do manage to force anyone looking at the golem's face to successfully save vs. paralyzation or be unable to attack for one round due to a sudden, short-iived paralysis.
Blood of a Cheetah: This blood allows the golem to triple its movement rate for 1d4 rounds. This ability is usable once per day.