Showing0entries
Sorted A-Z
Monsters

Flesh Golem

CR 5 construct with 127 HP and AC 9, making two Slam attacks at +7 dealing 2d8+4 bludgeoning plus 1d8 lightning damage each. Aversion to Fire imposes disadvantage on attacks and ab...

Flesh Golem. Medium construct, neutral.

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

Traits: Aversion to Fire; Berserk; Immutable Form

Medium construct · neutral

AC 9 · HP 127 · Speed 30 ft., swim 15 ft., climb 15 ft. · Initiative -1

STRDEXCONINTWISCHA
Score199186105
Mod+4-1+4-2+0-3
Save+4-1+4-2+0-3

Senses darkvision 60 ft., passive Perception 10 · Challenge 5 (PB +3)

Immunities Lightning, Poison · Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Traits

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.

Actions

Multiattack. The golem makes two Slam attacks.

Slam. Melee Attack Roll: +7, reach 5 ft. 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.