Flesh Golem

Medium / construct / Neutral / CR 5

Armor Class10
Hit Points127 (15d8 + 60)
Speed30 ft
Challenge5
Proficiency-
STR19+4
DEX9-1
CON18+4
INT6-2
WIS10+0
CHA5-3
Senses

Darkvision 60 ft

Languages

Common, Plus One Other Language;

Damage immunities

Lightning, Poison

Condition immunities

Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Traits

Aversion to Fire

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

Berserk

Special

Whenever the monster starts its turn Bloodied, roll . On a 6, the monster goes berserk. On each of its turns while berserk, the monster attacks the nearest creature it can see. If no creature is near enough to move to and attack, the monster attacks an object. Once the monster goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The monster's creator, if within feet of the berserk monster, 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 monster can't shape-shift.

Lightning Absorption

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

Magic Resistance

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

Actions

Multiattack

Action

The monster makes two attacks.

Slam

Action

. .