Kryx RPGThemesMonsters

Flesh Golem

Medium construct
Challenge
5 (1,800 XP)

STR
4
DEX
−1
CON
4
INT
−2
WIS
0
CHA
−3

93
11d8+44
9
Fort
+4
Ref
+2
Will
−1
Damage immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned

Speed 9 m.
Senses darkvision 18 m.
Languages understands the languages of its creator but can’t speak

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 half its health or less, it goes berserker. 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 health.

The golem’s creator, if within 18 meters 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 Persuasion check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 health or less, 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 an amount of health 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.

Maneuvers. The flesh golem uses maneuvers (maneuver save DC 15). It has 14 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, glancing blow, hammer through, hammering blow, knockback, spring attack

2 stamina dice: tremoring strike

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 16) if it is a Medium or smaller creature. The golem has two hands, each of which can grapple only one target.