Flesh Golem sub-race

Overview
Flesh Golems are Construct type monsters.

Description
A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.

A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

Combat

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

Qualities

 * Damage Reduction 10-20/Adamantine
 * Healed by electric
 * Resistance against fire and cold
 * Immunity to Magic (see below)

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.

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.