Large Construct, Any Evil Alignment
Armor Class 15 Natural Armor
Hit Points 110 (13d10 + 39)
Speed
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
5 (-3)
WIS
9 (-1)
CHA
7 (-2)
Saving Throws STR +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Passive Perception 2
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Reckless. At the start of its turn, the blood golem can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Regeneration. The blood golem regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the blood golem takes radiant damage or damage from holy water, this trait doesn't function at the start of the blood golem's next turn.

Blood Hulk Weaknesses. The blood golem has the following flaws:
Forbiddance. The blood golem can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The blood golem takes 20 acid damage when it ends its turn in running water.
Sunlight Hypersensitivity. The blood golem takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Bloody Nature. A blood golem doesn't require air.

Actions

Multiattack. The blood golem makes two melee attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

 

Description

Blood golems are creatures created by vampiric necromancy. They have a gluttonous thirst for blood, but they also devour the flesh of their victims in sheer rage. A vampire has little control over a blood golem, as it has difficulty comprehending orders more complicated than a command to attack, so most vampires use blood golem as frenzied shock troops, keeping them restrained until needed.

Habitat: SwampUnderdark

Team_Arcanon

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