Flesh golem: Difference between revisions

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The flesh golem ignores fatal criticals, cannot be [[stunned]], and can break [[Web (118)|webs]].
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. Shields can aid in your defense against the cloud.
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.
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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.
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.

Revision as of 11:33, 4 August 2016

Flesh golem
Picture
Level 50
Family golem family creatures
Body Type biped
Undead Yes (corporeal)
Areas Found Marsh Keep
BCS Yes
HP 400
Armor [?]
Attack Attributes
Physical Attacks
Pound (double attack) +300 AS
Stomp +300 AS
Maneuver Attacks
Twin Hammerfists
Defense Attributes
Melee +146 DS
Ranged <N/A> DS
Bolt +145 DS
Bard Base +169 TD
Ranger Base <N/A> TD
Sorcerer Base +185 to +203 TD
Wizard Base <N/A> TD
Cleric Base +185 TD
Empath Base +183 TD
Paladin Base <N/A> TD
Major Elemental <N/A> TD
Minor Elemental +204 TD
Major Spiritual +183 TD
Minor Spiritual +183 TD
Major Mental <N/A> TD
Minor Mental <N/A> TD
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!
You lose your footing and fall to the floor!
Roundtime: 2 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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