Large Elemental (Demon), Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 155 (14d10 + 56)
Speed 30 ft., Swim 45 ft.
STR
20 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)
Damage Resistances Psychic
Damage Immunities Necrotic
Senses Darkvision 60 ft., Passive Perception 9
Languages Abyssal Understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Blood Form. The animate can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

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

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Reckless Haste (Recharge 5–6). Until the end of its next turn, the golem has gains advantage on its attacks, can use its slam attack as a bonus action, and attacks made against it had advantage.

Lagforce

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