For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --npc|1 --npc_name|Flesh Golem --npc_type|Medium construct, Neutral --npc_ac|9 --npc_actype|natural armor --hp|127|127 --npc_hpformula|15d8 + 60 --npc_speed|30 ft., swim 15 ft., climb 15 ft., crawl 15 ft. --npc_challenge|5 --npc_xp|1800 --npc_senses|passive Perception 10, darkvision 60 ft. --npc_languages|, Understands Common plus one other language but can't speak --npc_vulnerabilities| --npc_resistances| --npc_immunities|Lightning, Poison --npc_condition_immunities|Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned --strength_base|19 --npc_str_save_base|4 --npc_saving_flag|1 --dexterity_base|9 --npc_dex_save_base|-1 --constitution_base|18 --npc_con_save_base|4 --intelligence_base|6 --npc_int_save_base|-2 --wisdom_base|10 --charisma_base|5 --npc_cha_save_base|-3
!setattr --sel --repeating_npctrait_-CREATE_name|Aversion to Fire --repeating_npctrait_-CREATE_description|If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
!setattr --sel --repeating_npctrait_-CREATE_name|Berserk --repeating_npctrait_-CREATE_description|Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.
!setattr --sel --repeating_npctrait_-CREATE_name|Immutable Form --repeating_npctrait_-CREATE_description|The golem can't shape-shift.
!setattr --sel --repeating_npctrait_-CREATE_name|Lightning Absorption --repeating_npctrait_-CREATE_description|Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
!setattr --sel --repeating_npctrait_-CREATE_name|Magic Resistance --repeating_npctrait_-CREATE_description|The golem has Advantage on saving throws against spells and other magical effects.
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The golem makes two Slam attacks.
Understands Common plus one other language but can't speak
CR
5 (1,800 XP)
Traits
Aversion to Fire.
If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk.
Whenever the golem starts its turn Bloodied, roll . On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.
Immutable Form.
The golem can't shape-shift.
Lightning Absorption.
Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Magic Resistance.
The golem has Advantage on saving throws against spells and other magical effects.
Actions
The golem makes two Slam attacks.
Melee Attack Roll: , reach 5 ft. .
Monster Weaknesses
adds
Weaknesses
to this creature.
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Home-Field Advantage
adds
Lair Actions
to this creature.
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Official miniatures
Pre-painted minis of this creature, catalogued from minisgallery.com.
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