All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


There is a Remastered version here.

PFS StandardFlesh Golem

Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a flesh golem if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme.

Recall Knowledge - Construct (Arcana, Crafting): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Flesh GolemCreature 9

Legacy Content

Uncommon N Large Construct Golem Mindless 
Source Bestiary pg. 185
Perception +14; darkvision
Skills Athletics +21
Str +5, Dex -1, Con +3, Int -5, Wis +0, Cha -5
AC 28; Fort +20, Ref +16, Will +17
HP 160; Immunities bleed, disease, death effects, electricity, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 5 (except adamantine)
Berserk A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 7 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. Golem Antimagic harmed by fire (5d8, 3d4 from areas or persistent damage); healed by electricity (area 2d4 HP); slowed by cold Vulnerable to Flesh to Stone Casting a flesh to stone spell on the flesh golem affects the golem normally. 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 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success.
Speed 25 feet
Melee [one-action] fist +22 [+17/+12] (magical, reach 10 feet), Damage 2d10+2+7 bludgeoningBerserk Slam [one-action] Requirement The flesh golem is berserk. Effect The flesh golem Strikes with its fist at a –1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target prone.

Sidebar - Treasure and Rewards Flesh Golems

Few buyers want anything to do with the remains of a destroyed flesh golem. An adventurer’s best bet for profiting off of a flesh golem body is to disassemble it piece by piece, extract the few contraptions of steel and copper meant to harness electricity, and sell the parts to tinkerers who ask few questions.

All Monsters in "Golem"

NameLevel
Adamantine Golem18
Alchemical Golem9
Carrion Golem4
Clay Golem10
Crystal Sentinel13
Flesh Golem8
Fossil Golem12
Glass Golem8
Guillotine Golem18
Ice Golem5
Iron Golem13
Mithral Golem16
Obsidian Golem16
Quantium Golem20
Solar Glass Golem11
Stone Golem11
Wood Golem6

Golem

Source Bestiary pg. 184
Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands— often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure positive energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.

Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts—so-called “golem manuals”—are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.

Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.

Golem Antimagic

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.
  • Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
  • Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
  • Slowed By Any magic of this type that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
  • Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.