Challenge Rating: 7
Hit Points: 79 (9HD)
Armor Class: 18, touch 8, flat-footed 18 (-1 size, -1 Dex, +10 natural)
Saves: Fort +3 Ref +2 Will +3
Weaknesses: Cold, Fire, Tritium
Base Attack: +6
Melee: 2 slams +10 melee (2d8+5)
Special Attacks: Berserk
Abilities: STR 21, DEX 9, CON –, INT –, WIS 11, CHA 1
Skills: Acrobatics -1, Athletics +12, Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery -1
Special Qualities: Damage reduction 5/tritium, darkvision 60 ft., immunity to magic, low-light vision
Organization: Solitary or gang (2-4)
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%.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
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. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.