FLESH GOLEM- 5e stats

Medium construct (golem), neutral

Armor Class 9
Hit Points 93 (11d8+44)
Speed 30 ft.

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
19 (+4)9 (-1)18 (+4)6 (-2)10 (+0)5 (-3)

Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical Attacks that aren’t adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., passive Perception 10
Languages Understands the languages of its creator but can’t speak
Challenge 5 (1,800 XP)

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: (2d8 + 4) bludgeoning damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A flesh golem is a horrifying creature made from the stitched and bolted body parts of various humanoids. It is animated by powerful magic that grants it formidable strength and resilience. A flesh golem has no mind of its own, but obeys the commands of its creator, who can communicate with it telepathically. A flesh golem usually wears ragged clothing that covers its grotesque form, but some creators may adorn it with more elaborate outfits or accessories. A flesh golem has a dull expression and a lumbering gait, but can move surprisingly fast when provoked. A flesh golem stands 8 feet tall and weighs 500 pounds.

COMBAT

A flesh golem is a fearsome opponent in combat, capable of delivering powerful blows with its fists. It has no skill or finesse, but relies on brute force and endurance. A flesh golem is immune to lightning and poison, and can heal itself by absorbing electricity. It is also resistant to most nonmagical weapons, except those made of adamantine. A flesh golem is vulnerable to fire, which causes it to panic and lose focus. A flesh golem may also go berserk if it is severely wounded, attacking anything in sight, including its creator. The only way to calm a berserk golem is to persuade it with a soothing voice.

HABITAT / SOCIETY

A flesh golem has no natural habitat or society, as it is an artificial construct. It usually stays close to its creator, who may use it as a servant, a bodyguard, or a weapon. A flesh golem has no personality or emotions, but may develop a bond with its creator over time. A flesh golem may also interact with other creatures that its creator associates with, such as allies or enemies. A flesh golem has no sense of morality or ethics, and will follow any order given by its creator, even if it involves harming innocent beings.

ECOLOGY

A flesh golem has no role in the natural ecology, as it is an unnatural aberration. It does not need to eat, drink, sleep, or breathe, but may mimic these behaviors if instructed by its creator. A flesh golem does not age or reproduce, but may deteriorate over time due to wear and tear. A flesh golem can be created by anyone who possesses the knowledge and resources to do so, such as a wizard, a cleric, or a mad scientist. The process involves gathering suitable body parts from various sources, such as corpses, graveyards, or dungeons; stitching and bolting them together into a humanoid shape; and infusing them with magic using a special manual of golems.