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.
Fused by Magic. On the Corrupted Flesh's Death, in a radius of 15 feet, all targets must succeed a DC 13 Dexterity saving throw, or take 11 (2d8) necrotic damage on a failed save, half on a success, as the explosion creates 1d2+1 Flesh Golems.
Multiattack. The corrupted flesh can make up to three attacks.
Bile Launch. RangedWeapon Attack: +8 to hit, range 20ft cone, 1 target. Hit: 16 (2d10 + 5) Acid damage, all targets must make a DC 16 Constitution saving throw or take an additional 7 (2d6) acid damage and at the start of each of their turns they each take 4 (d8) poison damage for up to one minute, or until they succeed the save.
The Corrupted Flesh can take 2 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Corrupted Flesh regains spent legendary actions upon a successful dice roll at the start of its turn.
Flesh of a Thousand Faces. [Recharge: roll 3-4]. The Corrupted flesh can create illusions of a target creature's past or present friend, family or lover to instill confusion and sow terror. As a bonus action, make a target creature of your choice within 5ft of you, roll a DC 17 Wisdom saving throw, on a fail the target creature becomes Frightened until the start of their next turn or until they succeed the save.
Voice of a Thousand Screams. [Recharge: roll 5-6]. The Corrupted Flesh screams at a frequency that sounds like a variety of people screaming at the same time. All targets within 30ft from it, must make a DC 17 Wisdom saving throw, or take 27 (5d10) psychic damage on a failed save, half on a success. On a fail of 5 or more, the target creature takes an additional 11 (2d10) thunder damage.
Description
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