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Golem, Flesh

Flesh Golem CR 7 (Combatant)

XP 3,200
N Large construct (magical)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14


HP 105
EAC 19; KAC 21
Fort +7; Ref +7; Will +5
DR 5/adamantine; Immunities construct immunities, magic


Speed 30 ft.
Melee slam +18 (2d6+12B)
Space 10 ft.; Reach 10 ft.
Offensive Abilities berserk


Str +5; Dex +2; Con –; Int –; Wis +4; Cha +0
Other Abilities mindless, unliving


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 15 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.


Environment any
Organization solitary or gang (2-4)

Golems are magical constructs that are created to act as guardians and servants. They are constructed using a base material and then given life by using magical rituals to entrap an elemental spirit within the body. The creation of a golem is often a long and expensive task.

Golems are mindless and rely on the orders of their master. They follow the orders that are given to them in the simplest and most uncomplicated manner. They are incapable of complex strategy or tactics.

There are many different types of golems; each of which possess different powers based on its type. The golems described here are the most common types encountered in a fantasy world.

Flesh golems are constructed using the physical body parts of once-living creatures. These creatures are often humanoids or monstrous humanoids, but any physical living creature’s parts are usable.

These ghoulish constructs are stitched together into a macabre horror standing 8 feet tall and weighing about 500 pounds (50 bulk).

While typically mindless, a flesh golem will sometimes possess the memories of the beings from which it was created. In such an instance, a flesh golem will eventually become an intelligent, free-willed being.

Section 15: Copyright Notice

Starfarer Adversaries: Legacy Bestiary © 2020, Rogue Genius Games LLC; Author: Jacob E. Blackmon; Additional work by: Owen K.C. Stephens. Produced by Owen K.C. Stephens.