Flesh Golem
Medium Construct, Neutral
AC 9 Initiative −1 (9)
HP 127 (15d8 + 60)
Speed 30 ft.
Ability Scores
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
Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common and one other language but can’t speak
CR 5 (XP 1,800; PB +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. When bloodied at the start of its turn, roll 1d6. On a 6, the golem goes berserk and attacks the nearest creature or object it can see. It remains berserk until destroyed or no longer bloodied. Its creator (within 60 feet and audible to the golem) may make a DC 15 Charisma (Persuasion) check as an action to calm it for one turn.
Immutable Form. The golem cannot be shape-shifted.
Lightning Absorption. When the golem takes Lightning damage, it heals for that amount instead.
Magic Resistance. The golem has Advantage on saving throws against spells and 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.