Flesh Stitcher Manual

From MythCraft Online SRD
Jump to navigation Jump to search

Penned by the mad Doctor Frankenstein and his tutor, Professor Viktor Shelley, the Flesh Stitcher Manual contains everything that a hopeful necromancer or golemancer would need in order to craft a creature of their own out of spare flesh. The book itself is as morbid as its topic matter and appears to be made out of human vellum and leather.

Base Stats

By spending time studying the flesh stitcher manual, you may create a Flesh Stitcher Golem. This takes a minimum of four 8-hour sessions and a minimum of four corpses that are Medium, two that are Large, or one that is Large and two that are Medium.

The golem has the following stats. In its stat block, X equals the number of Flesh Stitcher Golem enhancements you have taken. You may choose whether it is Medium or Large.

Flesh Stitcher Golem
Monster Level: 3
Medium or Large. Constructed Humanoid
STR DEX END AWR INT CHA
X 1/2 X X -1 -2 -2
Ref: 10 + 1/2 X Fort: 10 + X Ant: 9 Log: 8 Will: 8
Armor Rating 10 + 1/2 X Traits Immutable
Hit Points Your Character Level x5
Speed 30 ft
Features
Unusual Nature. The Flesh Stitcher Golem does not need to eat or drink, but does need to sleep and breathe.
Actions
On each of the Flesh Stitcher Golem’s turns, it may take two Tier 1 actions.
Tier 1 Actions
Move. The Flesh Stitcher Golem can move up to its speed.

Slam. Reach 5 ft Natural Weapon. +X vs AR Hit: 1d6+X blunt.

This golem is friendly to you and follows your spoken commands to the best of its ability. It acts on its own Initiative, sees you and your allies as allies, and sees your enemies as its enemies.

Your golem dies immediately upon reaching 0 HP. If your golem dies, you can repair it by spending 8 hours and expending at least one Medium or larger corpse. It does not retain memories from before it died when it is reanimated.

You can only have one golem at a time in this way. If you create a second one, the first one falls to pieces.

Enhancements

Each time you gain an enhancement for this artifact, choose from the following list of enhancements. Note that some have prerequisites, such as being a certain character level or having another enhancement feature already.

Animal Improvements

Enhancements from this grouping allow you to give your golem certain abilities that beasts possess.

Animal Improvements
Enhancement PreReq Description
Bestial Body Repeatable. Choose a feature from a creature with the beast tag in chapter 3 (Beastiary) of the CC that does not have any other tags. Your golem gains that feature. You cannot choose a feature that is dependent upon a natural weapon or attack that your golem does not have. This also cannot be Pack Tactics. To give it this benefit, you must have a corpse of the appropriate beast’s type and spend 1 hour (which can be part of a Recoup) integrating portions of that corpse into your golem.
Bestial Body II Bestial Body Repeatable. Choose a natural weapon from a creature with the beast tag in chapter 3 (Beastiary) of the CC that does not have any other tags. Your golem gains one of its natural weapons. To give it this benefit, you must have a corpse of the appropriate beast’s type and spend 1 hour (which can be part of a Recoup) integrating portions of that corpse into your golem.
Bestial Body III Bestial Body II Repeatable. Choose a feature from a creature with the beast tag of ML 10 or lower in any chapter of the CC that does not have any other tags. You cannot choose a feature that is dependent upon a natural weapon or attack that your golem does not have. This feature can be Pack Tactics. These features cannot give the golem magic.

To give it this benefit, you must have a corpse of the appropriate beast’s type and spend 1 hour (which can be part of a Recoup) integrating portions of that corpse into your golem.

Humanoid Improvements

Enhancements from this grouping allow you to equip your golem with abilities from the corpses of other humanoids that you come across.

Humanoid Improvements
Enhancement Prereq Description
Semblance of Humanity Repeatable. Choose a lineage feature that has no prerequisites. Your golem gains that feature.

To give it this benefit, you must have a corpse of the appropriate lineage and spend 1 hour (which can be part of a Recoup) integrating portions of that corpse into your golem.

Semblance of Humanity II Semblance of Humanity Repeatable. Choose a lineage feature that has prerequisites that your golem meets. Your golem gains that feature.

To give it this benefit, you must have a corpse of the appropriate lineage and spend 1 hour (which can be part of a Recoup) integrating portions of that corpse into your golem.

Promethean Spark

Enhancements from this grouping enable your golem to charge itself up with lightning.

Promethean Spark
Enhancement Prereq Description
Lightning Affinity Your golem has Affinity to lightning. After your golem takes lightning damage, the next time it hits before the end of its next turn, it deals +1d6 lightning damage.
Lightning Affinity II Lightning Affinity Your golem has Immune Lightning. If it was hit by an attack that deals lightning damage, it still gains its Lightning Affinity bonus, and it gains Shield HP equal to 1⁄2 the lightning damage it would have taken.
Spark of Wrath Lightning Affinity II When your golem gains Shield HP from lightning, it also gains +1 more Tier 1 action until the end of its next turn.

Using END as its magic attribute, the golem learns the Lightning Lash chant (at Primal Tier 1).

Spark of Wrath II Spark of Wrath Lightning Lash is considered Tier 3.

The golem can cast Lightning Bolt by expending 1⁄4 its max HP.

Spark of Wrath III Spark of Wrath II Lightning Lash is considered Tier 5.

When the golem casts Lightning Bolt, it can include itself in the targets and automatically hit itself. (2/Rest)

Spark of Life Lightning Affinity II Shield HP that the golem gains from lightning immediately converts to normal HP. When the golem regains HP in this way, you gain Shield HP equal to that amount.
Spark of Life II Spark of Life Whenever a creature hits the golem with a melee attack, the golem makes an END attack against the creature’s FORT. On a hit, deal 1d6 lightning damage.

When Recouping, the golem may lose X HP to restore X HP to you or an ally.

Spark of Life III Spark of Life II When your golem is Bloodied, it gains Regen 1d4.

The golem can use its Spark of Life II healing ability by touching a creature and using one of its creature actions. (1/Recoup)

Talented Golem

Enhancements from this grouping allows your golem to learn certain specialization talents

Talented Golem
Enhancement PreReq Description
Talented Golem Repeatable. Your golem gains a specialization talent that has no prerequisites. This cannot be a magic entry talent.