Flesh golem: Difference between revisions

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{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields -->
{{Creature start
| level = 50
| picture =
| level = 50<!-- This will also be used at the end of the page in the Near level creature template -->
| type = N/A
| family = golem<!-- Add creature to family page list, which will be linked on preview/save -->
| family = golem
| type = Biped<!-- Creature body type -->
| attacks = N/A
| otherclass = Corporeal undead<!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) -->
| area = [[Marsh Keep]]<br>
| undead = N/A
| otherclass2 = Magical
| bcs = Yes
| otherclass3 = Boss
| area = Marsh Keep<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed -->
| area2 =
| area3 =
| area4 =
| area5 =
| area6 =
| area7 =
| bcs = Yes <!-- All new creatures are BCS -->
| hitpoints = 400
| roundtime = <!-- Creature speed -->
}}
}}
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. -->
{{Creature attack attributes
| PA1 = Pound (double attack)<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ -->
| physical =
| PAA = 300
{{creature ability|Pound (double attack)|+300 [[AS]]}}
| PA2 = Stomp
{{creature ability|Stomp|+306 [[AS]]}}
| PAB = 300
|maneuver=
| PA3 =
{{creature ability|[[Twin Hammerfists]]}}
| PAC =
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ -->
| BTA =
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ -->
| WDA =
| WD2 =
| WDB =
| WD3 =
| WDC =
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 -->
| MN1 = Noxious Cloud<!-- Combat Maneuvers insert up to MN10 -->
| MN2 = Twin Hammerfists
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate -->
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info -->
}}
}}
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) -->
{{Creature defense attributes
| asg = <!-- Insert asg # and template will automatically convert to include type of armor -->
| defense =
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities -->
{{creature ability|[[Melee]]|+146 [[Defensive strength|DS]]}}
| Melee = 146
{{creature ability|[[Ranged]]|<N/A> [[Defensive strength|DS]]}}
| Ranged =
{{creature ability|[[Bolt]]|+163 [[Defensive strength|DS]]}}
| Bolt = 145
{{creature ability|[[Bard Base]]|+169 [[Target defense|TD]]}}
| UDF =
{{creature ability|[[Ranger Base]]|<N/A> [[Target defense|TD]]}}
| BarTD = 169
{{creature ability|[[Sorcerer Base]]|<N/A> [[Target defense|TD]]}}
| CleTD = 185
{{creature ability|[[Wizard Base]]|<N/A> [[Target defense|TD]]}}
| EmpTD = 183
{{creature ability|[[Cleric Base]]|+185 [[Target defense|TD]]}}
| PalTD = 160
{{creature ability|[[Empath Base]]|+183 [[Target defense|TD]]}}
| RanTD =
{{creature ability|[[Paladin Base]]|<N/A> [[Target defense|TD]]}}
| SorTD = 194
{{creature ability|[[Major Elemental]]|<N/A> [[Target defense|TD]]}}
| WizTD =
{{creature ability|[[Minor Elemental]]|+204 [[Target defense|TD]]}}
| MjETD =
{{creature ability|[[Major Spiritual]]|+183 [[Target defense|TD]]}}
| MnETD = 183
{{creature ability|[[Minor Spiritual]]|+183 [[Target defense|TD]]}}
| noability =
| MjSTD = 183
| MnSTD = 183
| MnMTD =
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link -->
| DSP2 =
| DSP3 =
| DSP4 =
| DSP5 =
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically -->
}}
}}
{{Creature treasure
{{Creature treasure
| coins = Yes
| type = silver, gems, and boxes
| magic items = Yes
| gems = Yes
| boxes = Yes
| other = none
| skin = none
| skin = none
| nobox =
| noskinvalue =
}}
}}
{{Creature end}}
{{Creature end}}
__NOTOC__
Overlapping layers of skin are stitched together in a patchwork pattern over a frame of bone to resemble the form of a man. Dark creases in the flesh offer the only indication of features in the golem's face, while the rest of its body is composed of blubbery mass and the occasional portion of some humanoid race, from kobold to krolvin. Two lengthy, thick arms that end in huge swollen fists distract from the great height of the golem.
Overlapping layers of skin are stitched together in a patchwork pattern over a frame of bone to resemble the form of a man. Dark creases in the flesh offer the only indication of features in the golem's face, while the rest of its body is composed of blubbery mass and the occasional portion of some humanoid race, from kobold to krolvin. Two lengthy, thick arms that end in huge swollen fists distract from the great height of the golem.
==Hunting strategies==
==Hunting strategies==
The [[flesh golem]] is the easiest creature to use [[Mana Leech (516)]] in the lower levels of the [[Marsh Keep]]. This will allow a good supply of [[mana]] to use against the other creatures, such as [[tomb troll]]s and [[tomb troll necromancer]]s.
The '''flesh golem''' is the easiest creature to use [[Mana Leech (516)]] on in the lower levels of the [[Marsh Keep]]. This will allow a good supply of [[mana]] to use against the other creatures, such as [[tomb troll]]s and [[tomb troll necromancer]]s.
==Other information==
==Other information==
The flesh golem ignores fatal criticals, cannot be [[stunned]], and can break [[Web (118)|webs]].
The [[flesh golem]] has the ability to create a noxious cloud causing harm to an adventurer if the vapors are breathed in. Casting [[Purify Air (207)]] will not make one immune to the gas, but will help to reduce its effects.

<div {{log}}>
The flesh golem has the ability to create a noxious cloud, this is a maneuver attack that inflicts one of a variety of diseases if the vapors are breathed in. After a couple rounds, each disease will inflict different status effects and/or damage during each subsequent round. Casting [[Purify Air (207)]] will not make one immune to the gas, but will help to reduce its effects. Similarly, [[Undisease (113)]] will reduce the number of rounds if a hidden warding roll is successful, but requires multiple casts to remove the disease. Shields can aid in your defense against the cloud.
A flesh golem shudders as a green miasma seeps from numerous cracks and orifices in the golem and forms a huge noxious cloud that wafts directly towards you.<br>
<pre{{log2|margin-right=35%}}>
A flesh golem shudders as a green miasma seeps from numerous cracks and orifices in the golem and forms a huge noxious cloud that wafts directly towards you.
Flinging yourself backwards out of the path of the cloud, you avoid the noxious vapors.
Flinging yourself backwards out of the path of the cloud, you avoid the noxious vapors.
</div>
</pre>
<br>
The [[flesh golem]] has the ability to slam its foot onto the floor, causing those in the room to possibly fall down;
<div {{log}}>
A flesh golem lifts its huge foot up and slams it into the floor, shaking everything violently!<br>
You lose your footing and fall to the floor!<br>
Roundtime: 2 sec.
</div>
<br>
The [[flesh golem]] has the ability to slap its hands to the ground, causing you to fall down, become stunned, and sometimes change your stance.


<pre{{log2|margin-right=35%}}>
<br>
A flesh golem shudders as a green miasma seeps from numerous cracks and orifices in the golem and forms a huge noxious cloud that wafts directly towards you.
The flesh golems have access to the [[combat maneuver]] [[Twin Hammerfist]];
Flicking your vultite wall shield up, you block the noxious vapors from reaching you.
<div {{log}}>
</pre>
[Roll result: 154 (open d100: 84)]<br>

A flesh golem raises its hands high, laces them together and brings them crashing down towards you!<br>
A flesh golem catches you square in the back! You topple to the ground in a dazed heap!<br>
The flesh golem has the ability to slam its foot onto the floor, causing those in the room to possibly fall down;
<pre{{log2|margin-right=35%}}>
A flesh golem lifts its huge foot up and slams it into the floor, shaking everything violently!
[SMR result: 197 (Open d100: 91)]
You lose your footing and fall to the floor!
Roundtime: 10 sec.
</pre>

The flesh golem has the ability to slap its hands to the ground, causing you to fall down, become stunned, and sometimes change your [[stance]].

The flesh golem has access to the [[combat maneuver]] [[Twin Hammerfists]];
<pre{{log2|margin-right=35%}}>
[Roll result: 154 (open d100: 84)]
A flesh golem raises its hands high, laces them together and brings them crashing down towards you!
A flesh golem catches you square in the back! You topple to the ground in a dazed heap!
Roundtime: 5 sec.
Roundtime: 5 sec.
</div>
</pre>


==See Also==
==See Also==
Line 72: Line 114:


== References ==
== References ==
* http://www.play.net/gs4/info/bestiary/
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1692 Flesh golem on Play.net bestiary]
[[Category: Marsh Keep creatures]]

[[Category:Marsh Keep Creatures]]

{{Nearlevel
{{Nearlevel
|levelm2 = 48
|levelm2 = 48

Latest revision as of 09:09, 9 August 2020

Flesh golem
Level 50
Family golem family creatures
Body Type Biped
Classification(s) Corporeal undead
Magical
Boss
Area(s) Found Marsh Keep
BCS Yes
HP 400
Speed
Attack Attributes
Physical Attacks
Pound (double attack) 300 AS
Stomp 300 AS
Combat Maneuvers
Noxious Cloud
Twin Hammerfists
Defense Attributes
Armor
? ASG
Defensive Strength (DS)
Melee 146
Ranged
Bolt 145
Unarmed Defense Factor
UDF
Target Defense (TD)
Bard Base 169
Cleric Base 185
Empath Base 183
Paladin Base 160
Ranger Base
Sorcerer Base 194
Wizard Base
Minor Elemental 183
Major Elemental
Minor Spiritual 183
Major Spiritual 183
Minor Mental
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin none
Other none

Overlapping layers of skin are stitched together in a patchwork pattern over a frame of bone to resemble the form of a man. Dark creases in the flesh offer the only indication of features in the golem's face, while the rest of its body is composed of blubbery mass and the occasional portion of some humanoid race, from kobold to krolvin. Two lengthy, thick arms that end in huge swollen fists distract from the great height of the golem.

Hunting strategies

The flesh golem is the easiest creature to use Mana Leech (516) on in the lower levels of the Marsh Keep. This will allow a good supply of mana to use against the other creatures, such as tomb trolls and tomb troll necromancers.

Other information

The flesh golem ignores fatal criticals, cannot be stunned, and can break webs.

The flesh golem has the ability to create a noxious cloud, this is a maneuver attack that inflicts one of a variety of diseases if the vapors are breathed in. After a couple rounds, each disease will inflict different status effects and/or damage during each subsequent round. Casting Purify Air (207) will not make one immune to the gas, but will help to reduce its effects. Similarly, Undisease (113) will reduce the number of rounds if a hidden warding roll is successful, but requires multiple casts to remove the disease. Shields can aid in your defense against the cloud.

A flesh golem shudders as a green miasma seeps from numerous cracks and orifices in the golem and forms a huge noxious cloud that wafts directly towards you.
Flinging yourself backwards out of the path of the cloud, you avoid the noxious vapors.
A flesh golem shudders as a green miasma seeps from numerous cracks and orifices in the golem and forms a huge noxious cloud that wafts directly towards you.
Flicking your vultite wall shield up, you block the noxious vapors from reaching you.

The flesh golem has the ability to slam its foot onto the floor, causing those in the room to possibly fall down;

A flesh golem lifts its huge foot up and slams it into the floor, shaking everything violently!
[SMR result: 197 (Open d100: 91)]
You lose your footing and fall to the floor!
Roundtime: 10 sec.

The flesh golem has the ability to slap its hands to the ground, causing you to fall down, become stunned, and sometimes change your stance.

The flesh golem has access to the combat maneuver Twin Hammerfists;

[Roll result: 154 (open d100: 84)]
A flesh golem raises its hands high, laces them together and brings them crashing down towards you!
A flesh golem catches you square in the back!  You topple to the ground in a dazed heap!
Roundtime: 5 sec.

See Also

References

Near-level creatures - edit
Level 48 Level 49 Level 50 Level 51

none

Level 52


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