Flesh Golem

Construct · Medium

Flesh Golem
Frankenstein's creature coming to life, frontispiece by Theodor von Holst, 1831 · Theodor von Holst, frontispiece to Mary Shelley's Frankenstein, 1831, Public domain, Wikimedia Commons

A flesh golem is stitched together from corpses and jolted to life by a mad mage, then kept as a guard in a laboratory or tomb. Fire maddens it, and many have turned on their makers.

Danger
Deadly
How it is met
Alone, day and night
Challenge
5
SRD 5.2.1 stat blocks
Flesh Golem
Pathfinder Second Edition
Charnel Creation (level 8, Monster Core)

Hear it

Where it is met

Also: Laboratory, Dungeon, Crypt

Stat blocks (D&D 5e)

Flesh Golem

Medium Construct, Neutral

AC 9 · Initiative −1 (9)

HP 127 (15d8 + 60)

Speed 30 ft.

StrDexConIntWisCha
19 (+4), save +49 (−1), save −118 (+4), save +46 (−2), save −210 (+0), save +05 (−3), save −3

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

Senses Darkvision 60 ft.; Passive Perception 10

Languages Understands Common plus 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. 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.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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