Bestiary · Construct

PR 5

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.

Flesh Golem, drawn at Medium scale
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
Condition immunities
charmed , exhausted , frightened , paralyzed , petrified , poisoned
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.