Flesh Golem

medium construct, neutral

Challenge 5 (1800 XP)

STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)

Defense

Armor Class 9
Hit Points 127 (15d8 + 60)
Speed 30 ft.

Proficiencies & Senses

Languages Common, plus one other language;
Darkvision 60 ft.
Passive Perception 10

Traits

Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Traits

Aversion to Fire

If the monster takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.

Berserk

Whenever the monster starts its turn Bloodied, roll. On a 6, the monster goes berserk. On each of its turns while berserk, the monster attacks the nearest creature it can see. If no creature is near enough to move to and attack, the monster attacks an object. Once the monster goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The monster's creator, if within feet of the berserk monster, 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.

Immutable Form

The monster can't shape-shift.

Lightning Absorption

Whenever the monster is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.

Magic Resistance

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

Actions

Multiattack

The monster makes two Slam attacks.

Slam

Melee Attack: +7 to hit. reach 5 ft. Hit: 2d8 + 4 bludgeoning plus 1d8 lightning damage.