Lost Company Press
These towering, grotesque colossi are stitched together from various creatures' remains. A flesh golem moves slowly but with unrelenting force, driven by the simple biddings inscribed into its reanimated tissues. Its body parts, disparate and mismatched, provide it with unnerving resilience and surprising capabilities.
Motive: Obey its creator's commands
Environment: Usually found guarding forbidden areas or serving within the confines of a dark sorcerer's lair (Underground)
Health: 12
Damage: 4 points
Armor: 2
Movement: Immediate
Modifications: Might defense as level 6 due to the density of its flesh; Resists attempts to influence or control its mind as level 7
Combat: The FleshgGolem's unnatural vigor allows it to ignore the first 5 points of damage from any attack that normally would deal less than 6 points of damage. Each strike of its massive limbs can disorient opponents on a successful hit (opponents must succeed at an Intellect defense roll or be dazed and their actions hindered for one round).
Interactions: Flesh golems have little to no will of their own, communicating rarely, if ever. They operate under strict instructions and are generally unable to be reasoned with.
Uses: As a guardian of forbidden knowledge or a reclusive necromancer's enforcer, the flesh golem can bar the way of any who dare meddle with matters best left undisturbed.
GM Intrusion: As a character evades or attacks the golem, a stray stitch comes undone, and a swarm of carrion-eating insects bursts out, attacking the nearest creature and spreading a disease that requires an immediate Might defense roll to resist infection.