Golem, Flesh (Faceless)

A hideous faceless monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life. Several cat-sized winged devils flit about it, connected to it by leather and chain leashes.

Faceless Flesh Golem CR 7

XP 3,200
N Large construct
Init –1; Senses* scent; Perception +0

DEFENSE

AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 30 ft.
Melee 2 slams +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk

STATISTICS

Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +9; CMB +15; CMD 24
Languages none

SPECIAL ABILITIES

Berserk (Ex)

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%.

Immunity to Magic (Ex)

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 attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

Homonculi Eyes

The cat-sized devils are actually homunculi. The faceless flesh golem is assisted by them, they serving as its “eyes.” They are chained to it and flit around its head or skulk in its shadow. The homunculi were created using the golem’s blood, and their connection with the golem allows it to see through their eyes. In combat, the homunculi try to stay out of harm’s way, keeping combatants in sight but trying to hide and use cover as they do so. Each homunculus that is slain deals 2d10 points of damage to the golem. If all of the homunculi are slain, the golem is blinded.

*As it has no face, and no eyes, the faceless flesh golem is blind, hunting by scent only and sniffing at the air as it does so.

Section 15: Copyright Notice

Pathfinder Adventure Path #44: Trial of the Beast. © 2011, Paizo Publishing, LLC; Author: Richard Pett.

scroll to top