# Flesh Guardian *Medium* *Construct* - **Armor Class:** 9 - **Hit Points:** 93 (11d8+44) - **Speed:** walk 30 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** A5e Monstrous Menagerie, page 262 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 18 (+4) | 8 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) | - **Skills:** - **Damage Immunities:** lightning, poison; damage from nonmagical, non-adamantine weapons - **Condition Immunities:** charmed, fatigue, frightened, paralyzed, petrified, poisoned - **Senses:** darkvision 60 ft., passive Perception 10 - **Languages:** understands the languages of its creator but can't speak ### 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. ### 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.