Flesh Golem

(Generated 315 times)
Namelist None
Classic fantasy
Rank Veteran
Race Human
Cult rank None
Notes Frenzy: For each round of melee a flesh golem engages in there, is a 5% (cumulative) chance it will go berserk, attacking at random anything in sight. The monster‘s creator can make a Influence test (difficult) to regain control of the golem. Inmune to magic: Electrical attacks restore hit points to the golem´s locations in direct relation to the number of the damage normally done. Weakness: Although it can not cause damage to the Flesh Golem, contact with fire or cold based spells reduces its movement rate and combat style percentage by half for 1d3 turns. This abomination comes from to give life to a body made of remains of several corpses. The purposes of its creators are varied: the satisfaction (or arrogance) to create life, procure a powerful servant or go further in the knowledge of forbidden arts. Nevertheless, the results are always terrible, and these creatures have much tendency to commit irrational crimes when posessed by a inherent senseless rage. A flesh golem can be created by mundane means of a magical tome or by a high level magic user. The latter case demands a level of magic-user of at least 3. It requires 1 month to fashion the creature.
STR 1d6+16
CON 1d6+15
SIZ 1d6+14
DEX 3d6-2
INT 2d6-1
POW 3d6-1
CHA 2d6-2
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 6m (20´)
Natural armor No

Non-random features

Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)
Ability ***Weakness*** Weakness against environment or Rune
Ability ***Immunity to poison*** The creature is immune to all poisons. All creatures without SIZ automatically have this Trait, although it is not specifically listed in their descriptions.
Ability ***Immunity to non magical weapons***
Ability ***Immunity to mind affecting magic***
Ability ***Immunity to disease***
Ability ***Immune to Magic***
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
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)

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+40 Endurance CON+CON+40
Willpower POW+POW+30

Combat styles

Lumbering dolt with neck boltsSTR+DEX+30

Weapon options

1-handed weapons

Amount: 1
Slam (100)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Slam 1h-melee 1d6 M M - Unarmed Y Y 0 0 Arm