Golem, Flesh (CR 7)
Alignment: Always neutral
Initiative: -1 (Dex); Senses: darkvision 60 ft. and low-light vision
Languages: Cannot speak
AC: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Hit Dice: 9d10+30 (79 hp); DR: 5/adamantine
Fort +3, Ref +2, Will +3
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +15
Attack: Slam +10 melee
Full Attack: 2 slams +10 melee
Damage: Slam 2d8+5
Special Attacks/Actions: Berserk
Abilities: Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, immunity to magic
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactic. They are emotionless in combat and cannot be easily provoked.
A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the 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.
Since golems do not need to breathe and are immune to most forms of energy, they can press an attack against an opponent almost anywhere, from the bottom of the sea to the frigid top of the tallest mountain.
Flesh golems often fare poorly in combat thanks to their fairly low AC, though they can easily crush foes that lack magic weapons. A flesh golem supported by an ally that can launch electrical attacks is fearsome indeed.
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and 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 successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the golem's berserk chance to 0%.
Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows - Fire and cold-based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against electricity effects.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.