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Flesh Golem

Medium Construct, neutral

CR 5

1,800 XP

AC: 9
HP: 93 (11d8+44)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
STR
19
+4
DEX
9
-1
CON
18
+4
INT
6
-2
WIS
10
+0
CHA
5
-3

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.

Quick Reference

Challenge: CR 5
Type: Construct
Size: Medium
Alignment: neutral
Best for a party of 4 at level 7-9

Running This Encounter

The Flesh Golem is a slow, relentless brute that excels at attrition and controlling the battlefield through sheer presence. Its low AC makes it surprisingly vulnerable to ranged attacks, creating interesting tactical decisions for parties. The lack of intelligence makes it predictable but devastating—it won't retreat or use tactics, only advance and destroy. Use environmental hazards or multiple objectives to keep the encounter dynamic beyond simple melee exchanges.

Combat Tactics

The Flesh Golem charges the nearest opponent and attacks with its fists, using its Multiattack to pummel targets into submission. It prioritizes whoever deals the most damage to it, showing no tactical awareness or ability to be tricked. Its Berserk ability triggers when damaged below 30 HP, making it increasingly dangerous as the fight progresses and forcing parties to finish it quickly or manage its uncontrolled fury.

Environment & Setting

This construct thrives in laboratories, cemeteries, tombs, or mad wizard towers where it was created. Underground dungeons with cramped corridors limit escape routes and prevent parties from kiting effectively, while open battlefields allow clever teams to exploit its low AC from range.