Half Flesh Golem Stirge
NE Tiny Construct
Darkvision 60', Low-Light Vision; Listen +4, Spot +4
20 (+2 Size, +3 Dexterity, +5 Natural), Touch 15, Flat-Footed 17
25 (1 HD); Damage Resistance 5/Adamantine
Flesh Golem Immunity
10 ft., Fly 40 ft.
Touch +6 melee (attach)
2.5 ft. x 2.5 ft./0 ft.
Str 9, Dex 17, Con --, Int 1, Wis 12, Cha 1
Alertness, Weapon Finesse
Hide +14, Listen +4, Spot +4
[b]Berserk[/b] (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. 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.
[b]Magic Immunity[/b] (Ex) -- A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certian spells and effects function differently against the creature, as noted below. A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any [i]slow[/i] 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. A flesh golem gets no saving throw against attacks that deal electricity damage.
[b]Blood Drain[/b] (Ex) -- In any round a stirge starts attached to a creature, it can drain 1d4 points of Constitution damage. Once it drains 4 points of Con it flies away.