Flesh Golem

Medium / construct / Neutral / CR 5

Armor Class9
Hit Points127 (15d8 + 60)
Speed30 ft
Challenge5
Proficiency-
STR19+4
DEX9-1
CON18+4
INT6-2
WIS10+0
CHA5-3
Initiative

-1

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

Berserk

special

Whenever the flesh golem starts its turn Bloodied, roll 1d6. On a 6, the flesh golem goes berserk. On each of its turns while berserk, the flesh golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the flesh golem attacks an object. Once the flesh golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The flesh golem's creator, if within 60 feet of the berserk flesh golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) 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 flesh golem can't shape-shift.

Lightning Absorption

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

Magic Resistance

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

Actions

Multiattack

action

The flesh golem makes two Slam attacks.

Slam

action

Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 13 (2d8 + 4) bludgeoning plus 4 (1d8) lightning damage.