XP 4,800
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
hp 79 (9d10+30)
Fort +3, Ref +2, Will +3
DR 5/adamantine; Immune construct traits, critical hits, magic, petrification, precision damage
Speed 30 ft.
Melee 2 slams +13 (2d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, poison
Spell-Like Abilities (CL 9th; concentration +4)
3/day—polymorph (self only, form of a Large creature only)
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +9; CMB +15; CMD 24
Languages none
Environment any
Organization solitary or gang (2–4)
Treasure none
Berserk (Ex) When an unstable flesh golem enters combat, there is a cumulative 1% chance each round that 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. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.
Immunity to Magic (Ex) An unstable 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 or fire damage slows an unstable flesh golem (as the slow spell) for 2d6 rounds (no save).
• 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 amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An unstable flesh golem gets no saving throw against attacks that deal electricity damage.
Mercurial Form (Su) An unstable unstable flesh golem has a mercurial form, granting it the poison special attack described below and the compression special quality. As a
standard action, the unstable flesh golem can return to its natural form
for 1 minute, losing the benefits of the mercurial form
ability for that duration.
Poison (Su) Mercurial Residue: Slam (while in mercurial form)—contact; save Fort DC 14; frequency 1 round; effect 1d4 Dex and 1d4 Wis; cure
1 save.