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.
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.
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.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Body Throw. The golem can make a ranged attack by taking one of the many corpses that make up its body and throw it at a target within range. Using this ability does 1d6 slashing damage to the golem as a result. Ranged Weapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 16 (1d6 + 7) bludgeoning damage.
Wails of Woe. The dozens of mouths from the corpses that make up the golem collectively scream and wail in pain causing damage to those unfortunate enough to hear it. Creatures within 60ft of the golem must make a Wisdom Saving Throw (DC 16) and take 2d8 + 4 (20) psychic damage on a fail or half as much on a success.
Description
A corpse 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.
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