Berserk. Whenever the golem starts its turn with 70 hit points or fewer, the golem goes berserk. The golem is no longer able to use its slow ability. On each of its turns while berserk, the golem attacks using the Barbarian's Reckless Attack feature. When the golem makes its attacks on its turn, it attacks recklessly. The golem gains advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against the golem have advantage until its next turn.
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.
Multiattack. The golem makes two slam attacks. If the golem is wearing a shield, one of the attacks may be replaced with Shield Throw.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Shield Throw. If the golem is wielding a shield, it can be thrown. Draw a line 50 feet long and 5 feet wide from the golem. Each creature in the line must make a DC 18 Dexterity saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Afterwards, the golem's armor class drops to 15 due to the loss of its shield. The golem will not attempt to retrieve its shield while hostile creatures are nearby.
Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
This particular flesh golem appears to be missing its sword-arm, and it is holding a mostly-intact shield in its remaining arm. It is dressed in a suit of half-plate.
Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem’s creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.
After constructing the body from clay, flesh, iron, or stone, the golem’s creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem’s creator.
Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.
Golems can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently — or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words.
Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Previous Versions
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