Large Monstrosity, Neutral
Armor Class 10
Hit Points 132 (12d10 + 72)
Speed 30 ft.
STR
21 (+5)
DEX
8 (-1)
CON
22 (+6)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Berserk. Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. 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, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 50 hit points or fewer, the golem might go berserk again.

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

Hold Breath. The flesh golem can hold its breath for 1 hour.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead 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.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks, one of which can be replaced by a fling.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the golem can automatically hit the target with its slam attack but can't use one of its slam attacks against other targets.

Fling. One object held or creature that is smaller than the golem and is grappled by the golem is thrown up to 30 feet towards a target space and knocked prone. If a thrown creature strikes a solid surface, the creature takes 6 bludgeoning damage plus 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target takes the same damage and is knocked prone.

Haste (Recharge 6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam or fling attack as a bonus action.

Rooster365

Comments

Posts Quoted:
Reply
Clear All Quotes