Golem, Flesh, Ravenloft
Climate/Terrain:
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Any
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Frequency:
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Very Rare
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Organization:
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Solitary
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Activity Cycle:
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Any
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Diet:
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Nil
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Intelligence:
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Average
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Treasure:
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Nil
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Alignment:
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Chaotic neutral or evil
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No. Appearing:
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1
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Armor Class:
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6
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Movement:
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12
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Hit Dice:
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9 (40 hp)
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THAC0:
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11
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No. of Attacks:
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2 (fists)
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Damage/Attack:
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2d8/2d8
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Special Attacks:
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Strangulation
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Special Defenses:
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See below
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Magic Resistance:
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Nil
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Size:
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L (7'-8' tall)
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Morale:
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Fearless (19)
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XP Value:
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5,000
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The madman who fashions a flesh golem must harvest its parts from at least six corpses: one for each limb, another for the head and torso, and yet another for the creature's brain. Most creators use an even larger collection of parts. For instance, the eyes may be drawn from one body, while the hands come from another. The result, sewn into a scarred mass, is always ghastly. While individual golems vary in appearance, none has the flat head and neck bolts common to old horror movies.
Combat: The Ravenloft flesh golem is made of strangely "living" tissue, but its body is highly resilient. White fire and acid cause normal damage, nonmagical weapons cannot penetrate its skin; only weapons of +1 or greater enchantment can strike it. Attacks from monsters of at least 4+1 Hit Dice also harm the golem (PCs don't qualify).
The flesh golem is immune to all cold and electrical attacks. (Note that electricity does not regenerate hit points, as it does for the flesh golems created in other campaign worlds.) The Ravenloft flesh golem is also immune to toxins, disease, and any attack that involves a biological function alien to the creature - in particular breathing, resting, or aging.
Most spells do not affect the golem. It cannot be teleported. It is immune to all mind-affecting magic, such as charm person and sleep. However, it cannot automatically detect invisible creatures or see through illusions, unless the corresponding magic is cast directly upon the golem (phantasmal killer, for example).
Excluding cold or electrical attacks, magical assaults that cause a loss of hit points can harm the golem. However, it gains a +4 bonus to its saving throw against such attacks. While failure means it incurs damage, most other spell effects are ignored- This applies only to
spells cast directly upon the golem, including those with an area effect. It does not include "side effects." For example, if a wall of stone falls on a golem, the goiem does not eliminate the wal! with its touch. The golem is also vulnerable to wish, limited wish, and level-draining attacks (though it always gets a +4 saving throw bonus to avoid a loss of hit points).
The golem has a special attack, which it can use when it pleases. If it strikes with both fists in the same round, it can begin strangling its victim during the next round. Strangulation causes 3d8 points of damage each round - automatically. The victim cannot escape unless he has a Strength of 19 or greater. It is possible for two people to break the golem's grip (one on each arm), provided each person has a Strength of at least 17.
The Ravenloft flesh golem boasts unique regenerative powers. It recovers 1 hit point an hour, whether or not it is resting. If its hit points drop below 0, the creature ceases to heal. The body is not dead, however, merely incapacitated. The mind is unconscious. If at least 50% of the creature's parts remain intact, the golem can be stitched and repaired. If it then receives a bolt of electricity, it reawakens, fully restored.
Only fire and acid can permanently destroy the body of the flesh golem. Anything less, and the creature may be reanimated at a later date. Fire is also harmful indirectly; the golem fears it. Unless it makes a successful fear check (save vs. paralyzation), it must remain at least 10 feet from small flames (cooking fires, torches, etc.) and at least 25 feet from larger flames (bonfires, many torches together, and so on). Even a lit match may anger it, though no check is required. The fear check number for flesh golems is 12 (the usual number is 8, but a -4 penalty is imposed). If a golem is forced too close to a flame, consult the fear check results table in Domains of Dread to determine the creature's reaction.
Habitat/Society: Ravenloft flesh golems are fashioned by mad men - from scientists to artisans - and given life by the mysterious forces of the Demiplane. They live as hermits and long to be accepted by mankind, though most are too evil or insane to fit in. The inevitable rejection they suffer leads to a deep hatred of living creatures, especially humans and demihumans. Most eventually murder their creators.
The animating spirit belongs to the brain used to make the golem, or that of another creature transferred into it. This spirit is usually warped in the process, however. Therefore, it's much more primitive and childlike, and may retain very little memory of its former existence.
Ecology: Flesh golems have no meaningful place in the environment.