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Well I tested it [docs.google.com], I'm not seeing the logic, but there is a vague pattern of a golem not appearing until at least a few kills, although my sample size was very low. I stopped testing when two hungry groves, created at the same time and feed by exactly the same monsters failed to spawn a flesh golem at the same time ¯\_(ツ)_/¯
It could be something like each time a monster dies there's a chance to spawn, and if it doesn't it gives a cumulative bonus to subsequent checks until one does spawn.
I suspect the same. Otherwise I think new players trying the card could get slapped and discouraged real hard by a tile with 3 golems on it from clustering their spawn generators together, while experienced players could optimize build and play styles to basically farm massive gear drops from early golems and snowball into strong arming boss kills. lower skill ceiling, higher skill floor.
From what I have seen, I doubt it's a set number of kills.
It feels more like it's dependant on which monsters it kills than just on some amount of kills - it might just save and accumulate the HP of the monsters that it executes at low% health. That's how I'd implement it because that is what feels most closely fitting to the fluff description.
Did not test it yet, but it seems that vampires killed by blood grove expedite the spawn of flesh golems.