Flesh Golem

{{Infobox-monster | image       =  Flesh Golem.jpg | type        = Construct | race        = Golem | sub-race    = Flesh Golem | MM type     = Flesh Golem | alignment   = True Neutral | cr          = 18 | named       = No  | color        = | boss        = No  | rare         = No  | attack       = Basic melee attacks only. (5-40 bludgeoning damage depending on CR/Difficulty) | qualities   = DR 10/Adamantine. Healed by Lightning, Major Fire resistance (30-100 depending in difficulty), minor resistance to cold (10-30 depending difficulty). Immunity to Magic (see below) | organization = Solitary or gang (2-4) | habitat     =

| description =
 * Eerie Forest (CR {{Xpcolors|normal=18}}, DR {{Xpcolors|normal=10/Adamantine}})
 * Flesh Maker's Laboratory (epic)

Weapons To Use: Adamantine, {{Bane|Construct|lesser}}, {{Bane|Construct}}, {{Bane|Construct|greater}}, {{Dmg|Icy Burst}}, Smiting

Effective Spells To Use: Web, Blade Barrier, Cometfall, Disintegrate, Cyclonic Blast, Cone of Cold (For the slow effect)

Special Abilities
A magical attack that deals cold damage slows a flesh golem (as the slow spell), with no saving throw - this attack must deal at least 1 point of damage beyond their cold resistance for this to apply.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the golem is not slowed, it instead gains a 30 second haste. A flesh golem gets no saving throw against attacks that deal electricity damage.

Unlike in PnP, most damage spells in DDO do not allow spell resistance. To combat this, Flesh Golems instead have massive elemental absorption. 50% Absorption for ALL Energy types except those specifically noted above as otherwise. This includes: Acid, Sonic, Light, Alignment damage and even force damage. This is new as of Update 9. Previously they were simply immune to all these damage types. }}