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.
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.
Tainted Blood. The golem's demonic heart still courses with acid blood. As such, it does not have immunity to nonmagical slashing, bludgeoning, and piercing damage; it does have resistance to nonmagical slashing, bludgeoning, and piercing damage. Furthermore, when the golem takes piercing or slashing damage, the golem and any creatures within 5ft of the golem when it takes this damage takes 2d6 acid damage.
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 plus 1d4 acid damage.
Acid Spray (recharges on 6). The golem lets loose a spray of acid in a 15ft cone, dealing 4d6 acid damage (Dexterity save DC 15 for half damage).
Description
A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. This particular specimen has visible black veins beneath its skin, a tank of greenish ichor pushing out its back. Metal stumps take the place of its hands, dripping with the same sizzling green fluid.
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