
Flesh Golem
Medium construct · CR 5 · 1,800 XP
9 AC · 127 HP
Roll the Flesh Golem
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Stat block
- Type
- Medium construct, neutral
- Armor Class
- 9
- Hit Points
- 127 (15d8 + 60)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP), proficiency +3
- Immunities
- lightning, poison
- Condition immunities
- Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses
- darkvision 60 ft., passive perception 10
- Languages
- Understands Common plus one other language but can’t speak
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 | 9 | 18 | 6 | 10 | 5 |
Flesh Golem odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Slam (+7) | 80% 14.7 dmg | 70% 12.9 dmg | 65% 12.1 dmg | 60% 11.2 dmg | 50% 9.4 dmg | 40% 7.7 dmg |
| Full turn (2 attacks) | 29.4 dmg | 25.9 dmg | 24.1 dmg | 22.3 dmg | 18.9 dmg | 15.4 dmg |
Flesh Golem hit points
The stat block uses the average, 127. Rolled, 15d8 + 60 lands anywhere from 75 to 180.
| Hit points | Chance |
|---|---|
| 101 or more | >99% |
| 128 or more | 50% |
| 154 or more | <1% |
| 170 or more | <1% |
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 . 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 () Bludgeoning damage plus 4 () Lightning damage.
Other CR 5 monsters
Air Elemental
Barbed Devil
Bulette
Earth Elemental
Fire Elemental
Giant Crocodile
Giant Shark
Gladiator
Gorgon
Half-Dragon
Hill Giant
Night Hag
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.