Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Languages
understands the languages of its creator but can't speak
Resistances & Immunities
Traits
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.
Constructed Nature
Guardians dont require air, sustenance, or sleep.
Fire Fear
When the guardian takes fire damage, it is rattled until the end of its next turn.
If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it
On a success, the guardian is no longer berserk.
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.
Actions
Hurl Object
+7 to hit, range 20/60 ft (6.1/18.3 m). Hit: 4d6+4 bludgeoning damage.
Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
Lightning Bolt
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.
Multiattack
The guardian attacks twice with its slam.
Slam
+7 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
About Flesh Guardian
Flesh Guardian is a medium construct with a Challenge Rating of 5. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 9 and possesses 93 hit points (derived from 11d8+44).
Flesh Guardian has communication capabilities including understands the languages of its creator but can't speak. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Flesh Guardian
1 tips available
GM Tips: Using Flesh Guardian
When using Flesh Guardian in your D&D 5e campaign, consider these tactical approaches:
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Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
Player Guide: Facing Flesh Guardian
1 strategies available
Player Guide: Facing Flesh Guardian
When your party encounters this creature, keep these strategies in mind:
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Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Flesh Guardian?
- Flesh Guardian has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Flesh Guardian?
- Flesh Guardian is a Medium Construct, which affects how certain spells and abilities interact with it.
- What languages does Flesh Guardian speak?
- Flesh Guardian can communicate in understands the languages of its creator but can't speak.
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Related D&D 5e Content
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