Half-Golem, Flesh
Medium Construct — CR 4
- Hit Dice
- 1d10+20 (25 hp)
- Initiative
- +0
- Speed
- 30 ft, 30 ft. (cannot run)
- Armor Class
- 19, touch 10, flat-footed 19
- Base Attack / Grapple
- +0/+5
- Attack
- Battleaxe +7 melee Full Attack: Battleaxe +7 melee
- STR
- 21
- DEX
- 10
- INT
- 1
- WIS
- 11
- CHA
- 1
- Fort / Ref / Will
- +4 / +0 / +0
- Challenge Rating
- 4
- Alignment
- Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Special Abilities
DR 5/adamantine-
Feats
Half-Golem, Flesh* (CR 4)
Medium Construct
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Initiative: +0
Languages: speaks whatever languages it spoke before its transformation
Hit Dice: 1d10+20 (25 hp); DR: 5/adamantine
Fort +4, Ref +0, Will +0 Speed: 30 ft. (cannot run)
Space: 5 ft. by 5 ft.
Base Attack +0; Grapple +5
Attack: Battleaxe +7 melee
Full Attack: Battleaxe +7 melee
Damage: Battleaxe 1d8+5/x3
Special Attacks/Actions: - Abilities: Str 21, Dex 10, Con -, Int 1, Wis 11, Cha 1
Special Qualities: Berserk, construct traits, magic immunity, (Ftr 1, half-orc)
Feats: Power Attack; Weapon Focus (battleaxe)
Skills: Climb +7 and Jump +7
Advancement: By character class (fighter) Climate/Terrain: Any land and underground
Organization: Solitary pair, or squad (5-20)
Treasure/Possessions: Standard (the sample creatures all have masterwork studded leather armor, masterwork small steel shields and battleaxes)
Description
Half-Golem, Flesh* (CR 4)
Medium Construct
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Initiative: +0
Languages: speaks whatever languages it spoke before its transformation
Hit Dice: 1d10+20 (25 hp); DR: 5/adamantine
Fort +4, Ref +0, Will +0 Speed: 30 ft. (cannot run)
Space: 5 ft. by 5 ft.
Base Attack +0; Grapple +5
Attack: Battleaxe +7 melee
Full Attack: Battleaxe +7 melee
Damage: Battleaxe 1d8+5/x3
Special Attacks/Actions: - Abilities: Str 21, Dex 10, Con -, Int 1, Wis 11, Cha 1
Special Qualities: Berserk, construct traits, magic immunity, (Ftr 1, half-orc)
Feats: Power Attack; Weapon Focus (battleaxe)
Skills: Climb +7 and Jump +7
Advancement: By character class (fighter) Climate/Terrain: Any land and underground
Organization: Solitary pair, or squad (5-20)
Treasure/Possessions: Standard (the sample creatures all have masterwork studded leather armor, masterwork small steel shields and battleaxes)
Combat
Half-Golem, Flesh* (CR 4)
Medium Construct
Alignment: Same as character (if all Will saves succeed) or always neutral evil (if any Will save fails)
Initiative: +0
Languages: speaks whatever languages it spoke before its transformation
Hit Dice: 1d10+20 (25 hp); DR: 5/adamantine
Fort +4, Ref +0, Will +0 Speed: 30 ft. (cannot run)
Space: 5 ft. by 5 ft.
Base Attack +0; Grapple +5
Attack: Battleaxe +7 melee
Full Attack: Battleaxe +7 melee
Damage: Battleaxe 1d8+5/x3
Special Attacks/Actions: - Abilities: Str 21, Dex 10, Con -, Int 1, Wis 11, Cha 1
Special Qualities: Berserk, construct traits, magic immunity, (Ftr 1, half-orc)
Feats: Power Attack; Weapon Focus (battleaxe)
Skills: Climb +7 and Jump +7
Advancement: By character class (fighter) Climate/Terrain: Any land and underground
Organization: Solitary pair, or squad (5-20)
Treasure/Possessions: Standard (the sample creatures all have masterwork studded leather armor, masterwork small steel shields and battleaxes)