Flesh Golem

2014 SRD2014
2024 SRD2024

9 fields differ · 16 identical

Actions
Multiattack
Description

The golem makes two slam attacks.

The golem makes two Slam attacks.

Name
Multiattack
Multiattack
Slam
Description

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

Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.

Name
Slam
Slam
Alignment
neutral
Neutral
Damage Immunities
BludgeoningLightningPiercingPoisonSlashing
LightningPoison
Hit Dice
11d8 + 44
15d8 + 60
Hit Points
93
127
Initiative
Bonus
-1
Passive
9
Languages
understands the languages of its creator but can’t speak
Understands Common plus one other language but can’t speak
Senses
darkvision 60 ft., passive Perception 10
Darkvision 60 ft.; Passive Perception 10
Traits
Aversion of Fireremoved
Aversion to Fireadded
Berserk
Description

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.

Whenever the golem starts its turn Bloodied, roll 1d6. 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. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.

Name
Berserk
Berserk
Immutable Form
Description

The golem is immune to any spell or effect that would alter its form.

The golem can’t shape-shift.

Name
Immutable Form
Immutable Form
Magic Resistance
Description

The golem has advantage on saving throws against spells and other magical effects.

The golem has Advantage on saving throws against spells and other magical effects.

Name
Magic Resistance
Magic Resistance
Magic Weaponsremoved
16 identical fields
Ability Scores
Cha
5
5
Con
18
18
Dex
9
9
Int
6
6
Str
19
19
Wis
10
10
Armor Class
9
9
Challenge Rating
5
5
Condition Immunities
charmedexhaustionfrightenedparalyzedpetrifiedpoisoned
charmedexhaustionfrightenedparalyzedpetrifiedpoisoned
Damage Resistances
Damage Vulnerabilities
Description
Legendary Actions
Legendary Actions Per Round
Name
Flesh Golem
Flesh Golem
Saving Throw Proficiencies
Size
Medium
Medium
Skills
Speed
30 ft.
30 ft.
Subtype
Type
Construct
Construct
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