Golem (Flesh)
Passive
Active
- Necrotic Breath +9 : 1d6 (Necrotic)
- Unarmed +9 : 4 (Crushing, Knockdown)
Phases
- Berserk +9 (Bloodied):
The monster enters a berserker rage, which lasts for the duration of the scene. If damage would reduce it to 0 HP or less, its HP is reduced to 1 instead and it makes an escalating Mighty check (TN 11) to remain conscious each round. While berserk, it will not stop attacking its foes, even if its life is in danger, and the berserker rage will only end when the final foe falls. The monster has disadvantage on Deft and defense checks while berserk.
- Resurrects (Vulnerable):
On the round after the monster is at 0 HP, it recovers half its total HP, rounded up, and becomes conscious again. Only if the monster is dealt damage that it is vulnerable to while dying will the monster die permanently.
Lore
TBD
The Flesh Golem has a weakness related to a phobia from its past, or its method of creation. The golem is bound to the will of its creator by its creator having given it life with their own blood.
