GOLEM, FLESH

MEDIUM CONSTRUCT (Golem)
Hit Dice: 12d10+72 (133 hp)
Initiative: +7
Speed: 40 ft. (6 squares)
Armor Class: 20 (+4 natural, +3 enchanted, +3 Dex), touch 20, flat-footed 17
Base Attack/Grapple: +12/+22
Attack: Rock +21 ranged (2d6+12) or unarmed strike +21 melee (1d4+12)
Full Attack: Rock +21/+16/+11 ranged (2d6+12) or unarmed strike +21/+16/+11 melee (1d4+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, transformation
Special Qualities: Construct traits, darkvision 60 ft., golem traits, hardness 5, low-light vision, monstrosity, powerful build, rapid healing, spell resistance 22,
Saves: Fort +16, Ref +13, Will +12
Abilities: Str 22, Dex 16, Con 22, Int 16, Wis 14, Cha 12
Skills: Craft (any one) +18, Disguise +16, Hide +18, Intimidate +16, Knowledge (any one) +18, Move Silently +18, Use Magic Device +16
Feats: EnchantedB, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes
Environment: Any
Organization: Solitary, spouses (2), or clan (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Any
Advancement: By character class
Level Adjustment: +2

The creature is impossibly hideous and clearly strong enough to tear you limb from limb, yet seems surrounded by an air of noble tragedy. You find yourself moved to pity, and decide to help the golem on its quest for a mate.

Both the pinnacle and the nadir of golem creation, flesh golems represent the first successful arcane attempt at creating new life (albeit by harvesting the dead). They are truly "alive", and can aspire to become as divine or as corrupt as any mortal.

A flesh golem is not under any special control of its creator. If well-treated it will serve as a loyal ally and "child", but if mistreated it can become as bitter and vengeful as any creature. A rebel flesh golem can be a pitiable or terrifying foe, skulking in the shadows and flying into the occasional destructive rage.

Flesh golems speak Common and at least three other languages, either ones they have learned from their creator or on their own travels.

Combat
A flesh golem is as likely to be encountered on its own as with its creator. It makes intelligent use of any magic items it has been given (or that it has acquired in its sojourn), and uses its Transformation freely.

Flesh golems can be provided with integrated items at creation, as well as special attacks and qualities from other creatures (see Monstrosity, below).

Note that the flesh golem's Armour Class and attacks all include a +3 enhancement bonus from the Enchanted feat.

A flesh golem's natural weapons (including unarmed strikes), as well as any weapons its wields, are treated as magic weapons for the purpose of overcoming damage reduction.

Hardness (Ex)
An flesh golem's magically-treated flesh is as hard as wood. Fire, electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to the golem; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to the golem; divide the damage dealt by 4 before applying the hardness.

Monstrosity (Ex)
A flesh golem is created using body parts harvested from multiple different creatures. Sometimes they form a cohesive whole, other times they... don't. The golem is treated as being an aberration, construct, giant, humanoid, and monstrous humanoid for all effects related to race.

Additionally, a flesh golem can be created with the attacks and qualities of particular creatures. It might gain natural or exceptional attacks (eg. tentacles or Pounce), supernatural special attacks (e.g. a medusa's gaze if one or more of its eyes were originally from a medusa), exceptional or supernatural special qualities (e.g extra limbs to wield weapons), and so forth. These features might also include the racial traits of humans, elves, or the other standard races. Adjust the creature's CR and LA as appropriate, as well as its creature types as described above. Attacks, caster level, save DCs etc. are based off of the golem's base attack bonus, Hit Dice and ability scores.

Finally, a flesh golem's unnatural agility grants it a Good Reflex save for its racial Hit Dice.

Powerful Build (Ex)
A flesh golem is treated as a creature of its actual size or as a creature one size larger (Large for the sample golem), whichever is most beneficial to the golem at the time.

Rock Throwing (Ex)
The range increment is 120 feet for a flesh golemís thrown rocks.

Rapid Healing (Ex)
A flesh golem heals hit points every hour instead of every day. Furthermore, a flesh golem is healed by both positive and negative energy.

Transformation (Su)
Once per encounter as a standard action a flesh golem can work itself into a transformation , as the spell (caster level = golem's HD). Whenever it does so it heals hit points equal to its Hit Dice, with any excess gained as temporary hit points that last until the end of the transformation.

Construction
A flesh golemís body is sculpted from at least one humanoid cadaver plus at least one cadaver of any other creature, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a DC 20 Heal check.

A flesh golem need not be provided with any integrated items during construction, but any body parts used for its Monstrosity ability must be included.

CL 12th; Craft Construct, clone, create greater undead, fabricate, magic jar, polymorph any object, wish, caster must be at least 15th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

Variant Flesh Golems
Flesh golems are already so open-ended in their design that it is pointless to describe specific variants beyond those created with extra racial Hit Dice (known as "flesh colossi") or inherent class abilities (known as "Adams" and "Eves"). However, flesh golems are notable in that once they are created they advance via character class rather than racial Hit Dice, as do true mortals.