carrion golem

(Generated 73 times)
Namelist None
Tags
Rank Novice
Race Human
Cult rank None
Notes A lurching mash-up of rotting flesh, jagged bone, and coarse hair, this humanoid monstrosity reeks of death and decay. Carrion golems are made from the partially decayed parts of numerous dead creatures—no two carrion golems are exactly alike in appearance. Most are created from the corpses of humanoid creatures that are then augmented here and there with parts taken from animals, resulting in a monster that stands 6 feet tall and weighs 120 pounds. Foul Stench This functions as the stench chaos ability with 30 foot radius, causes affected creatures to be nauseated. Immune to Magic A carrion 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. Gentle repose causes a carrion golem to become stiff and helpless for 1d4 turns if it fails a Will save against the spell. Animate dead causes the various parts of the golem’s body to shudder and tear, dealing 1d4 points of damage per intensity to the golem (no save). Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 turns (no save). Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 turns. Plague Carrier When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease—most carrion golems inflict filth fever. Has extra 2 AP and half damage vs all non bludgeoning or slashing attacks
Creatorskarza
Stats
STR 2d3+12
CON 20
SIZ 2d4+10
DEX 2d4+6
INT 2d6+4
POW 3d6
CHA 1
D20Hit locationArmor
01-03 Right leg 6
04-06 Left leg 6
07-09 Abdomen 6
10-12 Chest 6
13-15 Right arm 6
16-18 Left arm 6
19-20 Head 6
Attributes
Movement 6
Natural armor Yes

Non-random features

ListFeature
Ability ***Construct*** Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the construct. Require no breath, food, water or any other requirement of life to function. No Willpower skill- immune to any form of mental or emotional domination. (Mythras Core 214-218)
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Chaotic feature Stench - Releases nauseating odours that sicken inhalers, who must succeed in an unopposed Endurance roll to avoid uncontrollable vomiting for 1d3 Combat Rounds.

Standard skills

Athletics STR+DEX+35 Brawn STR+SIZ+50 Endurance CON+CON+50
Evade DEX+DEX+35 Perception INT+POW+20 Stealth DEX+INT+15
Unarmed STR+DEX+35

Custom skills

Passion: N (serve master) INT+POW+30

Combat styles

Angry flails (blindfighting)STR+DEX+35

Weapon options

1-handed weapons

Amount: 1
Slam x2 (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Slam x2 1h-melee 1d8+1 M M - Grip, Stun Location, Take Weapon Y Y 2 4 arm