Medium Construct, Neutral
Armor Class 16 Toughened Hide
Hit Points 5 (14d8 + 44)
Speed 30 ft.
STR
20 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +9, CON +8
Damage Vulnerabilities Fire
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Berserk. Whenever the golem starts its turn with 40 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 40 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.

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.

It does not need to breathe, eat food, or drink water, though it still requires periods of rest similar to sleep. The monster has disadvantage on CHA ability checks made against humanoids due to its strange appearance.

  • Devotee of Darkness. The monster has advantage on DEX(STEALTH) checks and WIS(PERCEOTION) checks made in DARKNESS or dim light.
  • Otherworldly Brute. The monster has advantage on ATTACK rolls made against objects and deals double damage when using STR to damage an object.
  • Rage (2/long Rest). On its turn, the monster can enter a rage as a bonus action. Its rage lasts for 1 minute, ending early if it is knocked unconscious or if its turn ends and it hasn’t either attacked a hostile creature since its last turn or taken damage since then. The monster can also end its rage on its turn as a bonus action. While raging, it gains the following benefits.
    • The monster has advantage on STR checks and saving throws.
    • When the monster makes a melee weapon ATTACK using STR, it deals 2 extra damage.
    • The monster has RESISTANCE to bludgeoning, piercing, and slashing damage
Actions

Slam. Makes three Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Reactions

Senses fear

Description

A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.

TonyCannoli

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