Old Cravings. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes somewhat berserk. On each of its turns while berserk, the golem attacks the nearest organic creature it can see. Once the golem goes berserk, it continues to do so until it kills it's current organic target. It will then spend the next movement action in place over it's victim and consuming a portion of it's kill to "feed" and replenish some replacement ooze material for (1d10 hit) points, before returning to it's original task.
The golem's creator, if within 60 feet of the berserk golem, can try to calm the golem by speaking firmly and exuding it's will through an extremely limited mental hold it has over it's creation. The golem must be able to hear its creator, who must take an action to make a will contest against the golem. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again, but will avoid it's creator on it's possible list of organic targets.
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.
Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal half of the acid damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects targeted at it's enchanted stone joints. The ooze material itself has no magic resistance.
Magic Weapon Bursts. The golem's weapon attacks are magical if it's attack roll is a natural 20.
Amorphous Limbs. The ooze gold hybrid's arms and legs can move through a space as narrow as 2 inches wide without squeezing, but cannot move beyond the the floating enchanted stones fixed within it's gelatinous body.
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Taxing Multiattack. The golem makes two consecutive slam attacks or a slam and ooze whip attack. Using this multiattack will prevent any further ooze golem hybrid movement actions and cannot be used if it has already used one.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Ooze Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) slashing damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical leather armor or other armor made of organic materials such as bone or wood, its armor is partly corroded and takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Description
A ooze golem is a collection of dead ooze material molded and revitalized into a basic humanoid shape bond together via five specially carved enchanted stones floating in it's chest, shoulder joints and what passes for it's knees. Powerful enchantments protecting these stones hold them loosely in place and in sync with each other, deflecting spells and all but the most potent magical weapons. The ooze material, while still held together by and coating the enchanted stones, is extremely malleable. The ooze material forms the bulk and weaponry of the main body.
Previous Versions
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