Golem flesh (Frankenstein’s Monster)

Frankenstein (1910 film)

Promotional photo of Boris Karloff from The Bride of Frankenstein as Frankenstein's monster. Date (1931) Frankenstein promotional photo
Promotional photo of Boris Karloff from The Bride of Frankenstein as Frankenstein’s monster. Date (1931) Frankenstein promotional photo

Frankenstein is a 1910 film made by Edison Studios that was written and directed by J. Searle Dawley.

It was the first motion picture adaptation of Mary Shelley’s Frankenstein. The unbilled cast included Augustus Phillips as Dr. Frankenstein, Charles Ogle as the Monster, and Mary Fuller as the doctor’s fiancée.

Shot in three days, it was filmed at the Edison Studios in the Bronx, New York City. Some sources credit Thomas Edison as the producer.

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.

Most flesh golems cannot speak, although they can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Ravenloft: Creatures of Darkness, Monstrous Compendium Volume 1, d20 Modern, 1E Monster Manual 1, Van Richten’s Guide to the Created, Monstrous Manual
Rarity Very Rare
Large construct
Hit Dice 9d10+30 (79 hp)
Initiative -1
Speed 30 ft. (6 squares)
Armor
Class
18 (-1 size, -1 Dexterity, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple +6/+15
Attack Slam +10 melee (2d8+5)
Full Attack 2 slams +10 melee (2d8+5)
Space/Reach 10 ft./10 ft.
Special
Attacks
Berserk
Special
Qualities
construct traits, damage reduction 5/adamantine, Darkvision 60 ft., immunity to magic, Low-Light Vision
Saves Fort +3, Ref +2, Will +3
Abilities Strength 21, Dexterity 9, Constitution -, Intelligence -, Wisdom 11, Charisma 1
Skills
Feats
Environment: Any
Organization Solitary or gang (2-4)
Challenge
Rating
7
Treasure None
Alignment: Always neutral
Advancement 10-18 HD (Large); 19-27 HD (Huge)
Level
Adjustment

Combat

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 9 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, with no saving throw. 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. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.

Construction:The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies-one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required.

Note that creating a flesh golem requires casting a spell with the evil descriptor.

Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.

CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

Modern

Flesh Golem CR 7; Large construct; HD 9d10+20; hp 69; Mas -; Init -1; Spd 30 ft. (can’t run); Defense 18, touch 8, flat-footed 18 (-1 size, -1 Dexterity, +10 natural); BAB +6; Grap +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams), or +4 ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ construct, berserk, magic immunity, damage reduction 15/+1; AL none or owner; SV Fort +3, Ref +2, Will +3; AP 0; Rep +0; Strength 21,Dexterity 9, Constitution -, Intelligence -, Wisdom 11, Charisma 1.
Skills None.
Feats None.
Advancement 10-18 HD (Large); 19-27 HD (Huge).

Advanced Flesh Golem CR 13;Huge construct; HD 20d10+40; hp 150; Mas -; Init -2; Spd 30 ft. (can’t run);Defense 19, touch 6, flat-footed 19 (-2 size, -2 Dexterity, +13 natural); BAB +15;Grap +32; Atk +22 melee (4d6+9, slam); Full Atk +22 melee (4d6+9, 2 slams),or +11 ranged; FS 15 ft. by 15 ft.; Reach 15 ft.; SQ construct, berserk, magic
immunity, damage reduction 15/+1; AL none or owner; SV Fort +6, Ref +4, Will
+6; AP 0; Rep +0; Strength 29, Dexterity 7, Constitution -, Intelligence -, Wisdom 11, Charisma 1.
Skills None.
Feats None.

See Also Doctor Victor Frankenstein