Large Construct, Unaligned
Armor Class 14 (natural armor)
Hit Points 142 (14d10 + 65)
Speed 20 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Lightning, Slashing
Damage Immunities Acid, Necrotic, Piercing, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Necrotic Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. 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, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Arcane Sigil. The golem is kept active by a powerful rune inscribed on its forehead, which is unaffected by spells and effects that dispel magic, but which can be deactivated by the bone scribe used to carve it being used to score across it.

Actions

Multiattack. The golem makes three skeletal claw attacks.

Skeletal Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (1d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its skeletal claw attack as a bonus action.

Bonus Actions. On its turn, the golem can use one of the following spell-like effects as a bonus action.

  • Sapping Sting. Cantrip
  • Cause Fear. 1st Level
Reactions

Reflexive Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage. When a melee attack targeting the golem misses, the golem can make a swiping attack with the back of one if its hands at the creature that attacked the golem.

Necrotic Pulse. A rune etched into the bones of the golem flashes on impact, and a creature that hit the golem with a melee attack takes 2d6 necrotic damage, and the golem restores HP equal to the damage dealt.

Legendary Actions

 

Each round, the golem can use a number of legendary actions equal to a total of 4 actions.

Ragdoll (1 action). The golem makes a melee weapon attack against a creature. On a hit, that creature is thrown 10 ft away from the golem and knocked prone. If the creature hits a stationary object or structure, it takes 1d8 bludgeoning damage.

Necrotic Nova (2 actions). The golem releases a wave of necrotic energy in a 10 ft radius around itself, dealing 9 (2d8) necrotic damage to any creatures within the area, and forcing them to make a DC 12 Charisma Save or become frightened of the golem for the next minute.

Dismember (3 actions). The golem attempts to grapple a creature with two of its arms. If successful, the creature is considered grappled and restrained, and the golem then uses its other two arms to attempt to pull off the creature's limbs. The creature must make a DC 15 Strength Save or have a limb ripped off, taking 16 (2d10+5) non-magical force damage and losing the use of the limb. The creature will take 1d6 necrotic damage at the start of each of its turns due to hemorrhaging until it receives magical healing. Roll [roll]1d4[/roll] to determine which limb is removed. Once dismembered, the golem drops the creature, and the creature falls prone. If the creature succeeds on its saving throw, the golem can attempt to dismember the creature again as an action on the golem's subsequent turns, if the creature is still grappled.

  1. Right Arm
  2. Left Arm
  3. Right Leg
  4. Left Leg

Description

This abomination is a three-armed, unholy blend of undead and construct, built out of multiple skeletons of various creatures, engraved with arcane runes, and powered by necrotic energy.

Monster Tags: undeadconstruct

HyperionCouple

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