Flesh Golem

Golem, Flesh

Medium construct, neutral

5
Challenge Rating
1800 XP

A Flesh Golem is a creature created through the dark arts of necromancy and alchemy. It is a massive and grotesque humanoid construct made from stitched-together body parts and brought to life by a powerful force. Flesh Golems are often created by evil wizards or mad scientists seeking to harness raw physical strength.

A Flesh Golem stands at least eight feet tall and is composed of various body parts stitched together, giving it a patchwork appearance. Its body is typically covered in coarse, grayish or bluish skin, with visible scars and seams where the different pieces are joined. Despite its grotesque appearance, the Flesh Golem possesses incredible strength and durability.

Flesh Golems are mindless creatures, lacking true sentience or consciousness. They follow simple commands given by their creators or those who possess control over them. However, they have a rudimentary instinct for self-preservation and will attack anyone who poses a threat or interferes with their directives.

In combat, the Flesh Golem relies on its immense strength to pummel and crush its opponents. It has exceptional resilience, being resistant to many forms of damage, including non-magical weapons. This makes it a formidable adversary that can absorb a significant amount of punishment before being defeated.

Flesh Golems are vulnerable to certain types of damage, such as fire and acid, which can weaken or disfigure their stitched bodies. Additionally, they have no natural defenses against magic, making spells and enchantments effective against them.

Creating or controlling a Flesh Golem is a dangerous and morally questionable endeavor. It involves gathering the appropriate body parts, performing dark rituals, and infusing them with a spark of life. Those who possess the ability to create or control Flesh Golems are often viewed with suspicion and fear due to the nature of their creations.

Encountering a Flesh Golem is a harrowing experience, as their sheer size and raw power can overwhelm unsuspecting adventurers. They are often used as guardians, enforcers, or weapons by their creators, lurking in hidden lairs or abandoned places. Dealing with a Flesh Golem requires strategic thinking and exploiting its weaknesses, as brute force alone may not be enough to defeat it.

Special Abilities

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.

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.

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.

Lore

The Stream

Armor Class: 9 (DEX)
Hit Points: 93 (11d8+44)
Speed: 30 ft. (walk)
str
+4
19
dex
-1
9
con
+4
18
int
-2
6
wis
+0
10
cha
-3
5
Damage Immunities: lightning | poison | bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Proficiency Bonus: +3

Senses

  • Passive Perception: 10
  • Darkvision: 60′
Languages: understands the languages of its creator but can't speak

Credits: SRD 5.1