Speed: 40 feet
Armor Class: 21 (-1 size, +2 Dexterity, +10 natural); touch 11, flat-footed 19
Attack: Slam +11 melee (2d6+4, bludgeoning, 20 x2)
Full Attack: 2 slams +11 melee (2d6+4, bludgeoning, 20 x2) and bite +6 melee (1d8+2 plus poison, bludgeoning, piercing, and slashing, 20 x2)Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 feet, low-light vision, DR 10/adamantine, immunity to magic, fire resistance 20Saves: Fortitude +3, Reflex +5, Will +3
Abilities: Str 18, Int -, Wis 11, Dex 15, Con -, Cha 1
Skills: -Feats: -
Organization: SolitaryChallenge Rating: 8
Alignment: Always neutral evil
Advancement: 12 - 22 Hit Dice (Large); 23 - 33 Hit Dice (Huge)
A serpentflesh golem is more dextrous than most other golems, and it uses this speed to advantage in combat. It typically begins a battle with slam attacks using either its arms or its tail. It saves its bite attack for opponents that prove resistant to its raw brutality.
Constructing a Serpentflesh Golem
The parts for a sperentflesh golem must all come from normal scaly corpses that have not decayed significantly. At least one body is needed per desired limb, plus one for the torso and one for the brain. Special unguents and bindings worth 500 shillings are also required. Each additional arm beyond two raises the cost by 5,000 shillings and 100 experience points. Creating a serpentflesh golem requires casting a spell with the evil descriptor.
Home Three Worlds Monsters