Flesh Guardian

Medium Construct. CR 5, AC 9, 93 HP. Traits: Berserk, If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check, Fire Fear, Immutable Form, Lightning Absorption, Magic Resistance, Constructed Nature.

Armor class
9
Hit points
93
Challenge
5
Creature type
Construct
Size
Medium

Stat block

Cha
5
Con
18
Dex
8
Int
6
Str
18
Wis
10
Speed
Walk: 30
Senses
darkvision 60 ft., passive Perception 10
Skills
Actions
  • Multiattack. The guardian attacks twice with its slam.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  • Hurl Object. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
  • Lightning Bolt (1/Day, While Bloodied). An 80-foot-long 5-foot-wide lightning bolt springs from the guardians chest. Each creature in the area makes a DC 15 Dexterity saving throw taking 28 (8d6) lightning damage on a failed save or half damage on a success.
Languages
understands the languages of its creator but can't speak
Damage immunities
lightning, poison; damage from nonmagical, non-adamantine weapons
Special abilities
  • Berserk. When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can't reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.
  • If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check. On a success, the guardian is no longer berserk.
  • Fire Fear. When the guardian takes fire damage, it is rattled until the end of its next turn.
  • Immutable Form. The guardian is immune to any effect that would alter its form.
  • Lightning Absorption. When the guardian is subjected to lightning damage, it instead regains hit points equal to the lightning damage dealt.
  • Magic Resistance. The guardian has advantage on saving throws against spells and magical effects.
  • Constructed Nature. Guardians dont require air, sustenance, or sleep.
Condition immunities
charmed, fatigue, frightened, paralyzed, petrified, poisoned

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.