Flesh Golem

{{infobox-monster
 * image       = Flesh Golem.jpg
 * type        = Construct
 * race        = Golem
 * sub-race    = Flesh Golem
 * MM type     = Flesh Golem
 * alignment   = True Neutral
 * level       = 18
 * named       = No
 * boss        = 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)
 * organisation = Solitary or gang (2-4)
 * habitat     = Eerie Forest
 * description =

Weapons To Use: Adamantine, {{Bane|1|Construct}}, {{Bane|2|Construct}}, {{Bane|3|Construct}}, {{Dmg|Icy Burst}}, Smiting

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

Special Abilities
Berserk (Ex)

When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. This effect also grants them rage (spell version).

Note: A flesh golems normal AI completely prevents them from attacking any melee class if any casting class is nearby. They will relentlessly pursue casters ignoring all melee threat, unless they go berserk - in which chase they will only perform 1 attack on the nearby melee, then continue to pursue the casters.

Immunity to Magic (Ex)

A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold damage slows a flesh golem (as the slow spell) for 2d6 rounds, 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. }}