Flesh Guardian A5E
CR 5 construct
Medium construct, chaotic evil
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.
Guardians dont require air, sustenance, or sleep.
When the guardian takes fire damage, it is rattled until the end of its next turn.
On a success, the guardian is no longer berserk.
The guardian is immune to any effect that would alter its form.
When the guardian is subjected to lightning damage, it instead regains hit points equal to the lightning damage dealt.
The guardian has advantage on saving throws against spells and magical effects.
Actions
The guardian attacks twice with its slam.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
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.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details