Homebrew Flesh Golem Species Details

Age. A typical flesh golem is between two and thirty years old. The maximum flesh golem lifespan remains a mystery; so far, flesh golems have shown no signs of deterioration due to age. You are immune to magical aging effects.
 
Alignment. Most flesh golems take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
 
Size. Your size is Medium.
 
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
 
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
 
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
 
Cling to Life. When you make a death saving throw and roll 16 or higher, you regain 1 hit point. 
 
Unsettling Presence. As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.
 
Berserk. Whenever you start your turn with half of your hit points or fewer, roll a d6. On a 6, you go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once you go berserk, you continue to do so until you are destroyed or regain all your hit points.
Your creator, if within 60 feet of you, can try to calm you by speaking firmly and persuasively. You must be able to hear your creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, you cease being berserk. If you take damage while still at half of your hit points or fewer, you might go berserk again.
 
Languages. You can speak, read, and write Common and one other language of your choice.

Flesh Golem Traits

Con +2; Choose any other +1

Previous Versions

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4/1/2021 11:26:33 PM
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