Rage. Whenever Adam starts his turn with 40 hit points or fewer, roll a d6. On a 6, Adam becomes enraged. On each of his turns while enraged, Adam attacks the nearest creature he can see. If no creature is near enough to move to and attack, Adam attacks an object, with preference for an object smaller than himself. Once Adam is enraged, he continues to do so until he is destroyed or regains all his hit points.
Aversion of Fire. If Adam sees fire or takes fire damage, he has disadvantage on attack rolls and ability checks until the end of his next turn.
Immutable Form. Adam is immune to any spell or effect that would alter his form.
Lightning Absorption. Whenever Adam is subjected to lightning damage, he takes no damage and instead regains a number of hit points equal to the lightning damage dealt or he can redirect the lightning back at his target causing, the target must succeed on a DC 12 Dexterity saving throw or take 1d10 lightning damage.
Magic Resistance. Adam has advantage on saving throws against spells and other magical effects.
Magic Weapons. Adam's weapon attacks are magical.
Multiattack. Adam makes two slam attacks or two longsword attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 7) bludgeoning damage.
Longsword. Melee Weapon Attack: +7 to hit., (2d8+7) slashing damage.
Description
Adam is a flesh golem (a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength) Powerful enchantments protect him, deflecting spells and all but the most potent weapons.
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