Super Flesh Golem (5e Creature)

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Super Flesh Golem[edit]

Medium constructs, neutral


Armor Class 12 (Natural Armor)
Hit Points 231 (22d8 + 132)
Speed 30ft


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 6 (-2) 6 (-2) 6 (-2)

Saving Throws Str +12, Dex +4, Con +15, Cha +3
Skills Acrobatics +7, Athletics +7
Damage Resistances All magical damage
Damage Immunities All non-magical and magical bludgeoning, piercing and slashing.
Condition Immunities Charmed, exhaustion, frightened, paralized, petrified, poisoned.
Senses passive 13 and 60ft darkvision
Languages understands undercommon and can speak common poorly
Challenge 11 (7,200 XP)


Immutable Form. The golem is immune to any spell or effect that would alter it's form.

Lightning absorption. It heals equal to lightning damage taken.

Magic resistance. You have advantage on all saves that have to do with magic.

Magic weapons. Your attacks are magical.

ACTIONS

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 45 (3d12 + 25) bludgeoning damage.


LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

You can make one slam attack for cost of 1

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