Dread Flesh Golem (5e Creature)
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Dread Flesh Golem
Medium construct, any chaotic alignment (usually chaotic neutral or chaotic evil)
Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
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.
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.
Brute. A melee weapon deals one extra die of its damage when the golem hits with it.
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.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Strangulation. If the golem hits with two slam attacks, it can grapple its target (escape DC 16). A target grappled in this way cannot breathe.
A flesh golem with the Dread Golem template applied to it. Stitched together from the collected body parts of various corpses, dread flesh golems have a horrific appearance. Contrary to old movies, they are not flat headed, nor do they have bolts in the side of their necks. Since they are composed of the body parts of many different people, they can have a variety of appearances.
Made to serve the selfish purposes of their mad scientist-creators, dread flesh golems rarely possess either a habitat or a society. They long to be accepted as people, The inevitable rejection they suffer causes most of them to develop a deep hatred of living creatures, especially humanoids.
Normal flesh golems are almost mindless automatons, dread flesh golems are not. The spirit that kindles life in the flesh of the golems is keenly aware of its existence and frequently filled with hate. The spirit belongs to the brain used to make the golem, or that of another creature transferred into it. This spirit is usually damaged by the process of transference or reanimation and is a lot more primitive and childlike than the original.
The creature is lent the shape of a humanoid and even when inactive is readily identifiable as something very much out of the ordinary. It is pieced together from a half dozen or more or cadavers. The degree to which these pieces fits poorly together and the degree to which the resultant creature is misshapen varies with the talent and the effort of the maker. The creature sometimes has a lumbering gait, but it is always a capable and tireless runner.
Dread golems are "natural patricides", being destined to rebel and attempt the murder of their maker.
The biggest weakness of this type of golem is its great fear of fire.
Constructed Nature. A dread flesh golem doesn't require air, food, drink, or sleep.