Huge Construct, Neutral
Armor Class 13 natural armor
Hit Points 111 (13d8 + 52)
Speed 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +8, WIS +3
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 8 (3,900 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.

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.

Limbs on Limbs. The golem has advantage on grapple checks. 

Actions

Multiattack. The golem makes two slam attacks. The golem may substitute one slam attack for a grasp attack.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (3d8 + 5) bludgeoning damage.

Grasp. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: The target is restrained. Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. A successful Strength (Athletics) or Dexterity (Acrobatics) breaks the grapple.

Description

A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. The amalgamation golem is pieced together from larger beings such as hill giants, ettins, etc. Many times the fingers of the golem will be the full arms and hands of smaller humanoids. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.

TreetopPotato

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