Large Construct, Any Evil Alignment
Armor Class 16 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 30 ft., Fly 30 ft.
STR
20 (+5)
DEX
9 (-1)
CON
20 (+5)
INT
7 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Resistances Cold
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Senses Darkvision 60 ft., Passive Perception 14
Languages understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Berserk. Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem’s creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Blood 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. Whenever the golem is subjected to unarmed damage, it suffers no damage, regains a number of hit points equal to the damage dealt, and deals that amount of damage to the attacker.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

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

Blood Weakness. Whenever the golem is subjected to poison or fire damage, it takes double damage. Poison and fire saving throws are at disadvantage.

Actions

Multiattack. The golem makes two unarmed attacks. Attacks are treated as magical weapons.

Slam. Unarmed Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Slice. Unarmed Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Stab. Unarmed Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Description

A blood golem is a collection of body parts from zombies and other undead, bound together by coagulated blood. As these parts can come from different creatures and be combined in different ways, no two blood golems look exactly alike. Only wizards with knowledge of the darkest magic secrets can create these abominations. Creating a blood golem is an inherently evil act except in extreme circumstances.

BigMrE

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