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Flesh Construct


Summon Construct - Flesh

Medium Construct (your choice of Medium or Large at 4th level or higher), Unaligned

Armour Class: 12 + the level of the spell
Hit Points: 30 + 5 for each level of the spell (+10 additional hit points if cast at 5th level, or +15 if the spell is 6th level or above)
Speed: 30ft Walk

StrengthDexterityConstitutionIntelligenceWisdomCharisma
18 (+4) / 20 (+5) (if cast at 6th level or higher)11 (+0) / 13 (+1) (if cast at 6th level or higher)16 (+3) / 18 (+4) (if cast at 6th level or higher)8 (-1) / 10 (+0) (if cast at 6th level or higher)10 (+0) / 12 (+1) (if cast at 6th level or higher)4 (-3) / 6 (-2) (if cast at 6th level or higher)

Damage Immunities: Lightning
Condition Immunities: Charmed, Exhaustion, Frightened
Languages: Understands the languages you do but cannot speak.

Immutable Form: The flesh construct is immune to any spell or effect that would alter its form.


Multiattack: If the flesh construct is summoned with a 4th level spell slot or higher, the flesh construct makes two slam attacks instead of one. If summoned with a spell slot of 6th level or higher, the flesh construct makes three slam attacks instead of two.

Slam: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the level of the spell bludgeoning damage.

Berserk: The flesh construct can enter a beserk state for 1 minute as a bonus action on its turn. While beserk, it reduces bludgeoning, piercing, and slashing damage it takes by 1d8, but attack rolls against the construct have advantage. After entering this state, the construct cannot enter it again until 1 hour has passed.

Dash: When the companion takes the Dash action, the companion gains additional movement equal to its speed for the rest of the turn.

Disengage: When the companion takes the Disengage action, its movement doesn't provoke opportunity attacks for the rest of the turn.

Dodge: When the companion takes this action, any attack roll made against it has disadvantage if it can see the attacker, and it makes Dexterity saving throws with advantage until the start of its next turn. The companion loses this benefit if it becomes incapacitated or if its speed drops to 0.

Hide: When the companion takes the Hide action, it makes a Dexterity (Stealth) check in an attempt to hide. 


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