Flesh Golem icon: a stitched-together flesh golem
Icon by Lorc, CC BY 3.0

Flesh Golem 5e stat block

Medium construct, neutral · CR 5 · 2024 stat block below

Armor Class
9
Hit Points
93 (11d8+44)
Speed
30 ft.
Challenge
5 (1,800 XP)
Proficiency bonus
+3
STRDEXCONINTWISCHA
19 (+4)9 (-1)18 (+4)6 (-2)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
understands the languages of its creator but can't speak

Traits

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.

How many flesh golems for a fight?

A flesh golem is worth 1,800 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many flesh golems fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
4th——1
5th112
6th123
7th123
8th234
9th245
10th356
11th469
12th4810
13th5912
14th61012+
15th71212+
16th812+12+
17th1012+12+
18th1112+12+
19th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the flesh golem compares at CR 5

Against the 26 other challenge 5 monsters in the SRD 5.1, the flesh golem has more hit points than 9 of them, which makes it a little frailer than most at its CR. See every CR 5 monster.

StatisticFlesh GolemCR 5 average
Armor Class914.8
Hit points93102
Best attack bonus+7+7

Flesh Golem 2024 stat block

The 2024 Monster Manual revised the flesh golem, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
9
Hit Points
127 (15d8 + 60)
Speed
30 ft.
Challenge
5 (1,800 XP)
STRDEXCONINTWISCHA
19 (+4)9 (-1)18 (+4)6 (-2)10 (+0)5 (-3)
Damage 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

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 1d6. 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 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.

Similar monsters

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