Golem's Sight. Magical darkness doesn't impede the golem's darkvision.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead 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.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes two slam attacks and one with tentacle.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.
Tentacle. Melee Weapon Attack: +10 to hit, reach 30ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 20 (5d6 + 3) poison damage on a failed ([Tooltip Not Found]) (DC 15) saving throw, or half as much damage on a successful one, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained.
Description
A large flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons. Monster has a tentacle on it's back, which is made from naga's body and a wild beast thorn on it's end.