Huge Construct, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 180 (17d10 + 100)
Speed 40 ft., Climb 20 ft., Burrow 20 ft., Swim 20 ft.
STR
21 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
1 (-5)
Damage Immunities Force, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Blindsight 120, Passive Perception 10
Languages Understands the language of it's creator, but can not speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

Liquid Form. The Golem takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the Golem's Engulf and has disadvantage on the saving throw.

Creatures inside the Golem can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the Golem. Doing so requires a successful DC 17 Strength check, and the creature making the attempt takes 10 (3d6) Bludgeoning  damage.

The Golem can hold only two Large creature or up to Six Medium or Eight small creatures inside it at a time. All creatures trapped inside the Golem that fall under the Life Absorption effect heals the Golem for 20 Hit points instead of 10 hit points. 

In addition, the Golem can fit into any space that water can make it through. 

Life Absorption. When ever there is a creature with in 15-foot of the golem that is damaged in any way, at the begin of the golems turn it may heal 10 Hit points for every creature in range that is damaged. When this happens the blood flows from the creature into the mass of the Blood Golem. 

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

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

 

 

Actions

Multiattack. The golem makes two melee attacks.

Claw Rake. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) Slashing damage.

Engulf. The Blood Golem moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the Golem enters a creature's space, the creature must make a DC 17 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the golem. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the golem enters the creature's space, and the creature takes 10 (3d6) bludgeoning damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) Bludgeoning damage at the start of each of the golem's turns. When the golem moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the golem.

Description

The second mightiest of the golems, the Blood golem is a massive, towering giant wrought of Blood and other body parts, mainly blood. A blood golem’s shape can be worked into any form, though most are fashioned to look like giant Demonic Blood formed monsters. Its fist can destroy creatures with a single blow, and its sopping steps leave rotting blood smears and marks. Blood golems wield enormous claws to extend their reach, and can engulf foes and slam them around in its huge bloody form.

The blood golem’s body is created with rare tinctures and admixtures, along with the innards of the dead. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, blood golems were designed to be nearly invulnerable. Their bloodied bodies imprison the spirits of the fey that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.

Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or isincapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently — or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.

A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words.

Constructed Nature. A golem doesn’t require air, food, drink, or sleep.

Previous Versions

Name Date Modified Views Adds Version Actions
11/9/2018 10:50:58 PM
11
1
1.0
Coming Soon
11/9/2018 10:58:48 PM
3
0
1.0
Coming Soon

Monster Tags: construct

kaimick

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