159 - Golem (Flesh)
Posted: Mon Feb 05, 2018 2:36 am
Fear the flesh!
GOLEM (FLESH)
PL8
OPL: 8; DPL: 8; HP: 0
ABILITIES: STRENGTH 5, STAMINA --, AGILITY -1, DEXTERITY -1, FIGHTING 6, INTELLECT --, AWARENESS 0, PRESENCE --
SKILLS: Athletics (+5), Deception (--), Insight (+0), Intimidation (--), Perception (+0), Persuasion (--), Stealth (-1/-3)
ADVANTAGES: Close Attack (4), Diehard
POWERS:
Flesh Golem Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Magical Construct: Immunity 55 (Fortitude Effects, Magic Effects, Transform Effects); 55 pts
Flesh Golem Physiology: Protection 8, Impervious Toughness 5; 13 pts
Golem Senses: Senses 3 (Darkvision, Low-Light Vision); 3 pts
Slam: Bludgeoning Strength-based Damage 1, Feature 1 (Magic) (Extra: Split); 3 pts
Electrical Regeneration: Healing 6 (Extra: Affects Objects, Reaction [to being hit with electrical effect], Flaw: Limited to Self); 30 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative -1
Close Attack +10 [Unarmed +5; Slam +6]
Ranged Attack -1
DEFENSES:
Dodge +1 [DC11] Parry +5 [DC15]
Toughness +10 (+10 without Defensive Roll, +3 Impervious), Fortitude Immune], Will [Immune]
COMPLICATIONS:
Disability: While they can understand the language of their creator, golems cannot speak.
Vulnerable: Flesh golems are vulnerable to fire and cold effects, adding the Dazed condition to any failure against them.
Abilities -16 + Skills 0 (0 ranks) + Advantages 5 + Powers 109 + Defenses 7 = 105 / 105
Comments: Here’s my first take on Flesh Golems. They are extremely effective guardians of magical types due to their magical resistance, strength and considerable toughness. As of late, I don’t recall the newer additions of D&D adding the damage based regeneration for the different golems but I always liked it so I’m going to keep it going on the Gloriant versions.