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Flesh Golem

Flesh Golem

Stitched Horror | Revenant of Rot | Reluctant Abomination

"It remembers pain, not purpose. And that is enough."


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Special Rules

Constructed Corpse

The Flesh Golem is immune to poison, stunning, fear, and psychology. It cannot run or climb and treats terrain as difficult ground, moving cautiously and heavily.


Unnatural Strength

The Golem’s attacks are made at Strength 5 and inflict D3 Wounds on critical hits. Models wounded by a Golem must immediately pass a Toughness test or be knocked prone (treat as Knocked Down).


Brute Momentum

On a 6 to hit, the Golem may push the target 2” directly away and follow up immediately if not already engaged with another model. If the model collides with terrain or another model, both suffer 1 automatic S3 hit.


Meat Memory

Whenever the Golem suffers a Wound, roll a D6:

  • 1-2: It lashes out in a random direction (including allies).
  • 3-5: It gains +1 Attack next turn.
  • 6: It emits a sorrowful moan; all models within 3” must pass a Fear test or be at -1 to hit next turn.

Patchwork Regeneration (optional rule)

At the start of each of its turns, roll a D6. On a 5+, the Golem regains 1 Wound (up to its original maximum) as necrotic tissues reknit themselves unnaturally.


Scenario Role / Gameplay Hooks

  • Necromantic Catalyst: May appear when powerful necromantic spells are cast or sacred graves are disturbed.
  • Guard Monster: Can serve as a guardian for forbidden crypts, cult rituals, or cursed wyrdstone caches.
  • Rampant Horror: If loosed on the city, the Flesh Golem does not distinguish friend from foe. It may wander unpredictably across the battlefield.
  • Mercy of Morr: Can be banished by a Priest of Morr, Black Guard, or a sacred relic that triggers its repressed humanity.

Optional Traits (GM discretion)

  • Tormented: Will not attack Priests of Morr unless attacked first.
  • Masterbound: Will follow simple commands from a Necromancer or Mutant who has spent a full action whispering into its ear.
  • Unkillable: If reduced to 0 wounds, roll a D6 at the end of each round. On a 6, it regains 1 Wound and rises again.

Children

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