Huge Construct, Chaotic Evil
Armor Class 12
Hit Points 93 (11d8 + 44)
Speed 30 ft.
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Lightning, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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.

Fearful Cone. The beholder's Flesh Golem central eye creates an area of fear, in a 30-foot-cone, every creature in the area makes a DC 15 wisdom saving throw, the creature is scared on a fail until leaves the eye cone. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 4) bludgeoning damage.

Eye Lock. Each creature in the golems fearful cone who isn't averting its gaze has to make a DC 13 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

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. The Tears Coven added a dreadful piece to this monstruocity: a beholder's main eye, twitched and corrupted by the hag's deadly magic and fearful aura.

Previous Versions

Name Date Modified Views Adds Version Actions
11/8/2019 2:34:17 AM
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Soulsounds

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