Golem, Demonflesh (CR 18)

Huge Construct (Extraplanar)
Alignment: Always chaotic evil
Initiative: +3; Senses: see invisibility
Languages: Abyssal

AC: 33 (-2 size, -1 Dex, +26 natural), touch 7, flat-footed 33
Hit Dice: 24d10+40 (172 hp); DR: 10/adamantine and good
Fort +8, Ref +7, Will +9
Speed: 50 ft., fly 100 ft. (average)
Space: 15 ft./15 ft. (25 ft. with tail)
Base Attack +18; Grapple +36
Attack: Slam +27 melee, or tail lash +27 melee
Full Attack: Slam +27 melee and claw +29 melee, or tail lash +27 melee
Damage: Slam 2d6+10, claw 2d6+12/19-20, tail lash 1d6+10 plus daze
Special Attacks/Actions: Claw graft, fear gaze, spell-like abilities, whip tail, graft
Abilities: Str 31, Dex 8, Con -, Int 8, Wis 12, Cha 13
Special Qualities: Acid resistance 20, cold resistance 20, construct traits, electricity immunity, fast leg graft, fire resistance 20, immunity to magic
Feats: Cleave; Combat Reflexes; Great Cleave; Improved Critical (claw); Improved Initiative; Power Attack; Weapon Focus (claw); Weapon Focus (slam); Weapon Focus (tail lash)
Skills: Climb +29 and Jump +28
Advancement: 25-36 HD (Huge); 37-72 HD (Gargantuan)
Climate/Terrain: Any land and underground (the Abyss)
Organization: Solitary
Treasure: -

Source: Fiend Folio


Golems are tenacious in combat and prodigiously strong as well. They are emotionless and cannot be provoked, but those described here are inherently cruel and love to torment their foes.

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If not under a command, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give a golem a simple program to govern its actions in his or her absence, such as "Remain in an area and attack all creatures that enter" (or only a specific type of creature), "Ring a gong and attack," or the like.

Construct Traits: Golems are immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. A golem is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.

It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. All golems have darkvision (60-four range).

A demonflesh golem attacks in a whirling fury. Its left, clawed arm seems to attack of its own volition, and its tail lashes wildly from side to side during combat.

Claw Graft (Ex): A demonflesh golem's left arm can attack independently of the golem's control. This allows a golem to make a second attack each round. This means the golem can attack with its slam, then move, and then attack with its claw, all in a single round (but it cannot attack twice with its claw). The clawed arm has a Strength score of 35, attacks at the golem's full base attack bonus (plus its higher Strength bonus), and gains its full Strength bonus on damage rolls.

Fear Gaze (Su): Anyone within 30 feet of a demonflesh golem who meets its eyes must succeed on a Will saving throw (DC 19) or be paralyzed with fear for 1d4 rounds. Demonflesh golems are immune to their own gaze attacks and to those of others of their kind.

Spell-like Abilities: 3/day - darkness, poison, unholy aura; 1/day - destruction, horrid wilting, unholy blight. Caster level - 20th; save DC 11 + spell level.

Whip Tail Graft (Ex): As a full-round action, a demonflesh golem can direct its tail to attack one creature within 25 feet. Wounds from the tail burn fiercely, causing the creature struck to be dazed for round unless it makes a Fortitude save (DC 11).

Immunity to Magic (Ex): A demonflesh golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A death effect slows it (as the slow spell) for 1d6 rounds, with no saving throw. A spell with the chaotic or evil descriptor (such as chaos hammer or unholy blight) breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. It is fully affected by spells with the law or good descriptor, unless its construct traits make it immune to the spell's effects (it cannot be blinded by a holy aura, for example, because that effect allows a Fortitude save).

As an extraplanar creature, a demonflesh golem on the Material Plane can be driven back to its home plane by a dispel evil or dispel chaos spell (as well as by holy word or dictum), but it is not affected by banishment or dismissal since they are not good or lawful spells.

See Invisibility (Su): A demonflesh golem can continuously see invisibility as the spell cast by a 20th-level sorcerer.

Skills: A demonflesh golem's fast leg graft gives it a +5 racial bonus on Climb and Jump checks.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.