Monsters / Golem, Flesh

Golem, Flesh

CR 7 - 3,200 XP - N Large Construct

Stat block

AC20 (touch 8, flat-footed 20)HP79 (9d10+30)SavesFort +3, Ref +2, Will +3Melee2 slams +13 (2d8+5)Speed30 ft.AbilitiesStr 20, Dex 9, Con 10, Int -, Wis 11, Cha 1BAB / CMB / CMD+9 / +15 / 24Sensesdarkvision 60 ft., low-light vision; Perception +0Environmentany
DR 5/adamantineimmune construct traitsimmune magic

Combat brain - every behavior cites its line (2 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

mindless (from intelligence)
Int - (no Intelligence score)
bruiser (from abilities)
abilities: Str 20 over Dex 9 - plant and full-attack, soak the hits

On-hit riders and breath

berserk

From the entry

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 flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save). A magical ...