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Monsters

Flesh Golem

CR 5 construct with 127 HP dealing 2d8+4 bludgeoning plus 1d8 lightning per Slam attack (two per turn). Aversion to Fire penalizes attack rolls after fire damage; Berserk on 1d6 ro...

CR 5
AC
9
STR
19
DEX
9
CON
18
INT
6
WIS
10
CHA
5
Speed30 ft, swim 15 ft, climb 15 ft
Actions
  • Multiattack
  • Slam +7 2d8+4 bludgeoning reach 5 ft
Type
Medium construct
CR
5
AC
9
STR
19
DEX
9
CON
18
INT
6
WIS
10
CHA
5
Alignment
neutral

Special Abilities

  • Aversion to Fire

    If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.

  • Berserk

    Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.

  • Immutable Form

    The golem can't shape-shift.

  • Lightning Absorption

    Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.

  • Magic Resistance

    The golem has Advantage on saving throws against spells and other magical effects.

Flesh Golem. Medium construct, neutral.

Languages: Understands Common plus one other language but can't speak

Traits: Aversion to Fire; Berserk; Immutable Form