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Senses darkvision 60 ft., passive Perception 9 Damage Immunities lightning, poison; bludgeoning,
Languages understands the languages of its creator but piercing, and slashing from nonmagical attacks that
can’t speak aren’t adamantine
Challenge 9 (5,000 XP) Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Acid Absorption. Whenever the golem is subjected to Senses darkvision 60 ft., passive Perception 10
acid damage, it takes no damage and instead regains a Languages understands the languages of its creator but
number of hit points equal to the acid damage dealt. can’t speak
Berserk. Whenever the golem starts its turn with 60 hit Challenge 5 (1,800 XP)
points or fewer, roll a d6. On a 6, the golem goes
berserk. On each of its turns while berserk, the golem Berserk. Whenever the golem starts its turn with 40 hit
attacks the nearest creature it can see. If no creature is points or fewer, roll a d6. On a 6, the golem goes
near enough to move to and attack, the golem attacks berserk. On each of its turns while berserk, the golem
an object, with preference for an object smaller than attacks the nearest creature it can see. If no creature is
itself. Once the golem goes berserk, it continues to do near enough to move to and attack, the golem attacks
so until it is destroyed or regains all its hit points.
an object, with preference for an object smaller than
Immutable Form. The golem is immune to any spell or itself. Once the golem goes berserk, it continues to do
effect that would alter its form. so until it is destroyed or regains all its hit points.
Magic Resistance. The golem has advantage on saving The golem’s creator, if within 60 feet of the berserk
throws against spells and other magical effects. golem, can try to calm it by speaking firmly and
Magic Weapons. The golem’s weapon attacks are persuasively. The golem must be able to hear its
magical. creator, who must take an action to make a DC 15
Charisma (Persuasion) check. If the check succeeds, the
Actions golem ceases being berserk. If it takes damage while
still at 40 hit points or fewer, the golem might go
Multiattack. The golem makes two slam attacks. berserk again.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one Aversion of Fire. If the golem takes fire damage, it has
target. Hit: 16 (2d10 + 5) bludgeoning damage. If the disadvantage on attack rolls and ability checks until the
target is a creature, it must succeed on a DC 15 end of its next turn.
Constitution saving throw or have its hit point
maximum reduced by an amount equal to the damage Immutable Form. The golem is immune to any spell or
taken. The target dies if this attack reduces its hit point effect that would alter its form.
maximum to 0. The reduction lasts until removed by Lightning Absorption. Whenever the golem is
the greater restoration spell or other magic. subjected to lightning damage, it takes no damage and
instead regains a number of hit points equal to the
Haste (Recharge 5–6). Until the end of its next turn,
the golem magically gains a +2 bonus to its AC, has lightning damage dealt.
advantage on Dexterity saving throws, and can use its Magic Resistance. The golem has advantage on saving
slam attack as a bonus action. throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are
Flesh Golem magical.
Medium construct, neutral Actions
Armor Class 9 Multiattack. The golem makes two slam attacks.
Hit Points 93 (11d8 + 44) Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 13 (2d8 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3)
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 316

