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Corrupted Flesh Golem
Sub-race: Flesh Golem (List)
Monster Manual classification: Flesh Golem
Alignment: True Neutral
Rare: No
Organization: Solitary or gang (2-4)
CR: ♦14Normal ●♦29Epic Normal
Attack: Basic melee attacks only. (5-40 bludgeoning damage depending on CR/Difficulty), Poison damage aura
Special 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)
Habitats:
Weapons To Use: Adamantine, Lesser Construct BaneLesser Construct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Construct BaneConstruct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe., Greater Construct BaneGreater Construct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Icy BurstIcy Burst: This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Smiting Smiting: On Hit: 4 to 24 Bane damage to Constructs.
On Vorpal Hit: If a construct struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the construct has above 1000 Hit Points, it takes 100 damage.
Effective Spells To Use: Web, Blade Barrier, Cometfall, Disintegrate, Cyclonic Blast, Cone of Cold (For the slow effect)
Bug: Occasionally appears in heroic
Special Abilities[edit]
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.
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