Malformed Flesh Golem | Free Monster for D&D and PF2e

Designed by Claire Martin
PF2e Conversion by Bill Fischer
Malformed Flesh Golem - 5e
Medium construct, unaligned
Armor Class 9
Hit Points 60 (11d8 + 11)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
15 (+2) |
9 (-1) |
12 (+1) |
1 (-5) |
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 —
Challenge 2 (450 XP) Proficiency Bonus +2
Berserk. Whenever the golem starts its turn with 30 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.
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.
Malformed Monstrosity. When the golem takes 15 or more damage in a single attack, one of its arms is destroyed and it can no longer use its multiattack. If it is hit by a second attack that deals 15 or more damage, it loses its second arm and can only use its bite attack.
Actions
Multiattack. The golem makes two Slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.
Bite. Melee Weapon attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 +2) piercing damage.
Malformed Flesh Golem, Creature 3 - PF2e
Uncommon, Medium, Construct, Mindless
Perception +4; darkvision
Skills Athletics +9
Str +4, Dex +0, Con +3, Int -5, Wis +0, Cha -5
—
AC 16; Fort +10, Ref +4, Will +5
HP 50; Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Resistances physical 3 (except adamantine), spells 3 (except fire)
Berserk A severely damaged malformed flesh golem has a chance of going berserk. If it has 15 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. A golem loses its immunity to mental effects while berserk.
Electric Healing Any time a malformed flesh golem would be affected by an effect with the electricity trait, it loses any slowed condition it has and regains HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area that deals electricity damage, it regains 1d4 HP.
Malformed Monstrosity When a malformed flesh golem takes a single instance of 10 slashing damage or more, one of its arms is severed. If the golem loses both its arms, it can’t make fist Strikes.
—
Speed 25 feet
Melee [one-action] fist +10 (magical), Damage 1d10+6 bludgeoning
Melee [one-action] jaws +10 (magical), Damage 1d6+6 piercing
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Monsters