Illustration Xan Drake

Flesh Golem

System Reference Document 5.1
Challenge 5
(1,800 XP)
Robinloft Estimated CR 5
Medium construct, neutral
Armor Class 9
Hit Points 93 (11d8+44)
Speed 30 ft.
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws
Skills
Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Environments
Aversion of Fire.

If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Berserk.

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.

Immutable Form.

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

Lightning Absorption.

Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance.

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

Magic Weapons.

The golem’s weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Golems

“In ancient vaults and forgotten workshops, where arcane symbols glow and old chants echo, the Golem stirs— a construct of material and magic, bound to a creator’s will.”

Golems are creations of artifice and enchantment, embodying the pinnacle of magical craftsmanship and elemental binding.

Crafted Protectors. Golems are sculpted from a variety of materials, be it clay, stone, iron, or even rarer substances. They stand as silent sentinels, their forms often resembling humanoid statues, waiting for the command to awaken.

Elemental Essence. A golem’s heart is not one of flesh, but of raw elemental energy. This animating force gives them life, strength, and purpose, making them nearly unstoppable when set upon a task.

Bound to Serve. Golems possess no will of their own. They act solely based on the instructions imbued upon their creation or as directed by their master. This unwavering loyalty makes them ideal guardians and servants.

Magical Immunity. Due to their arcane nature, golems often exhibit resistance or even immunity to certain spells and magical effects. They are a testament to the mastery of their creator’s magical prowess.

Silent Might. Golems do not speak or show emotion. Their movements are deliberate and unstoppable. When they engage in combat, they do so with a methodical and relentless force, using their inherent might to crush adversaries.

Legacy of Creation. Golems, while formidable, are often a reflection of their creator’s intent, genius, and sometimes, hubris. They serve as both protectors and reminders of the boundaries of magical innovation.

Flesh Golem

Not yet described

Known Relationships

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