Flesh Golem [1/2]Construct · CR 5
Flesh Golem [1/2]Medium Construct, Neutral
STR19+4DEX9-1CON18+4INT6-2WIS10+0CHA5-3
AC9HP127CR5SPD30 ft.
TRAITS
Aversion to 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 Bloodied, roll 1d6. 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. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem’s creator, if

Flesh Golem [2/2]Construct · CR 5
Flesh Golem [2/2]Medium Construct, Neutral
TRAITS (cont.)
Berserk (cont.)

within 60 feet of the berserk golem, 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 golem can’t shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it 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.

ACTIONS
Multiattack

The golem makes two Slam attacks.

Slam

Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.

Flesh Golem [1/3]
Medium Construct, Neutral
5
9Armor Class
127Hit Points
30 ft.Speed
STR19+4
DEX9-1
CON18+4
INT6-2
WIS10+0
CHA5-3

Initiative. -1

Senses. Darkvision 60 ft.; Passive Perception 10

Immunities. Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Languages. Understands Common plus one other language but can’t speak

Traits

Aversion to 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 Bloodied, roll 1d6. 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

Construct
Monster card
Flesh Golem [2/3]
Medium Construct, Neutral
5
9Armor Class
127Hit Points
30 ft.Speed
STR19+4
DEX9-1
CON18+4
INT6-2
WIS10+0
CHA5-3

Traits (cont.)

attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem’s creator, if within 60 feet of the berserk golem, 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 golem can’t shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it 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.

Construct
Monster card
Flesh Golem [3/3]
Medium Construct, Neutral
5
9Armor Class
127Hit Points
30 ft.Speed
STR19+4
DEX9-1
CON18+4
INT6-2
WIS10+0
CHA5-3

Actions

Multiattack. The golem makes two Slam attacks.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.

Construct
Monster card

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Flesh Golem — printable monster card

Medium Construct, Neutral

  • CR 5
  • Construct
  • Medium

Full stat block

Armor Class
9
Hit Points
127
Initiative
-1
Speed
30 ft.
Senses
Darkvision 60 ft.; Passive Perception 10
Immunities
Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Languages
Understands Common plus one other language but can’t speak
Challenge Rating
5 (1,800 XP)
Proficiency bonus
+3
Ability scores
STR DEX CON INT WIS CHA
19 +4 9 -1 18 +4 6 -2 10 +0 5 -3

Traits

Aversion to 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 Bloodied, roll 1d6. 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. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem’s creator, if within 60 feet of the berserk golem, 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 golem can’t shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it 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.

Actions

Multiattack. The golem makes two Slam attacks.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.

See also