Anemone Sting. If the Coral Golem is hit with a melee attack, before damage is resolved, the attacker must make a DC14 Constitution saving throw. On a failed save the attacker must take 2d6 lightning damage, or half as much on a successful save.
Regenerative Body. If the Coral Golem starts its turn standing in or submerged in water it regenerates 1d8+2 hit points.
Water Breathing. The Coral Golem can breathe indefinitely underwater.
Poison Coral Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage. On a hit the target must make a DC14 Constitution saving throw. On a failed save the target takes 1d6+2 poison damage, or half as much on a successful save.
Seaweed Whip. Melee Weapon Attack: +6 to hit, range 15 ft., 1 target. Hit: 15 (3d8 + 3) bludgeoning damage.
Description
Coral Golems are lumbering living reefs and are often the spawn of merfolk or druids looking to protect their ocean territories. Coral Golems attack only defensively and rely upon their electric anemone tendrils and poisoned barbs to punish enemies who attack too close. When left to roam the oceans for extended periods of time, Coral Golems become teeming hubs of aquatic life and grow larger with additional coral and grasses.
Previous Versions
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8/18/2022 5:37:27 PM
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5
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1
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Coming Soon
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