Flesh Golem
Flesh golems are the cheapest golems to make. They absorb lightning and fear fire, and a hurt one can go berserk. Their makers keep them in cellars.
- Physiology
- Construct
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 14 (stitched hide)
- Hit points
- 93 (11d8 + 44)
- Proficiency
- +3
- STR 19 +4 save +4
- DEX 9 -1 save -1
- CON 18 +4 save +4
- INT 6 -2 save -2
- WIS 10 +0 save +0
- CHA 5 -3 save -3
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- None
- Damage immunities
- lightning, poison
- Found in
- Settlement , Station Interior , Black Meridian
Traits
-
Berserk
Whenever it starts its turn with 40 hit points or fewer, roll a d6. On a 6, it goes berserk: on each of its turns it attacks the nearest creature it can see, and it stays berserk until it is destroyed or regains all its hit points. Its maker can calm it with a successful Charisma (Persuasion) check within 60 feet, after which it stays calm for 1 minute.
-
Aversion to Fire
If it takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
-
Immutable Form
Immune to any spell or effect that would alter its form.
-
Lightning Absorption
Whenever it takes lightning damage, it takes no damage and instead regains hit points equal to the lightning damage dealt.
-
Magic Resistance
Has advantage on saving throws against spells and other magical effects.
-
Unarmored Hide
Nonmagical bludgeoning, piercing and slashing damage dealt to it is halved.
Actions
-
Multiattack
The golem makes two Slam attacks.
-
Slam
+7 to hit · reach 5 ft.
2d8 + 4 bludgeoning damage
A blow from the golem's fist.