Flesh Golem
Dungeons & Dragons · Tabletop · Medium/Large Construct | Large Construct | Large Construct | Huge Construct | Colossal Construct
Regular
- Tier
- 9-A
- Attack Potency
- Small Building Level+
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Small Building Level+
Fleshfiend
- Tier
- 9-A
- Attack Potency
- Small Building Level+
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Small Building Level+
Serpantflesh
- Tier
- 8-C
- Attack Potency
- Building Level+
- Speed
- Hypersonic+, up to High Hypersonic+
- Durability
- Building Level+
Demonflesh
- Tier
- LOW 7-B
- Attack Potency
- Small City Level
- Speed
- Relativistic+, up to Ftl+
- Durability
- Small City Level
Colossal
- Tier
- LOW 6-B, up to 6-B
- Attack Potency
- Small Country Level, up to Country Level
- Speed
- Relativistic+, up to Ftl+
- Durability
- Small Country Level, up to Country Level
Powers and abilities
- Superhuman Physical Characteristics
- Immortality (Type 1; Golems can live forever)
- Self-Sustenance (Type 1, 2, and 3; Shown here)
- Enhanced Senses (Have night vision)
- Damage Reduction (Shown here)
- Non-Physical Interaction (Their melee hits are considered magical which allows them to hit abstract, intangible, and incorporeal beings)
- Absorption (Via Lightning Absorption)
- Martial Arts (Are adept in tackling)
- Extreme Resistance to Poison Manipulation (Shown here)
- Mind Manipulation (Shown here)
- Death Manipulation (Shown here)
- Disease Manipulation (Shown here)
- Energy Absorption (Shown here)
- Sleep Manipulation (Shown here)
- Paralysis Inducement (Shown here)
- Status Effect Inducement (Can't be stunned)
- Statistics Reduction (Can't have their ability score reduced or damaged)
- Pressure Points (Can't be hit critically, i.e in a weak point)
- Electricity Manipulation (Shown here)
- Petrification
- Empathic Manipulation
- Fear Manipulation (All shown here)
- Reality Warping
- Subjective Reality and Holy Manipulation (Shown here; Magic in D&D is manipulation of the Weave which is a fundamental part of reality, with Clerics and the like doing it through their sheer faith in Gods which also acts as divine magic)
- Same as a regular plus Abstract Existence (Type 1; Are made from outsider flesh who are purely abstract in their physiology, only maintaining an illusion of fleshy existence)
- Flight (Shown here)
- Extreme Resistance to Temperature Manipulation (Shown here)
- Same as a regular plus Bodily Weaponry (Use their bite in combat)
- Poison Manipulation
- Statistics Reduction (Shown here)
- Extreme Resistance to Heat (Shown here)
- Same as a Fiendish Flesh
- however their Absorption instead is for chaos magic
- plus Large Size (Type 0; Are a huge sized creature)
- Bodily Weaponry (Use their claws and tail in combat)
- Multiple Selves (Type 1; Their claw arm has a mind of its own)
- Fear Manipulation (Via Fear Gaze)
- Pain Manipulation (Via Tail Whip Graft)
- Martial Arts (Via Improved Critical and Weapon Focus; Explained here and here)
- Extrasensory Perception (Via See Invisibility)
Weaknesses
Heat and cold slow a flesh golem down. Are prone to go berserk after certain damage thresholds. | Are prone to go berserk like a regular one | Same as a regular one | Death magic slows them down | None notable
Ranked tied for #45 of 704 in Dungeons & Dragons by strength.
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