Amorphous. The Golem can move through a space as narrow as 2 ft inch wide without squeezing.
Stench. Any creature that starts its turn within 5 feet of the Corpse Golem must succeed on a DC 15 Constitution saving throw or be paralyzed for one minute. the target can repeat the save at the begging of each of their turns ending the effect on a success.
Turning Defiance. The Corpse Golem has advantage on saving throws against effects that turn undead.
Immutable Form. The Corpse golem is immune to any spell or effect that would alter its form.
Multiattack. The Corpse golem makes two attacks.
Many Handed Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14(2d6) slashing damage and 6 necrotic damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 3) bludgeoning damage. The target must make a DC 15 Strength saving through or be pushed 10 feet back and knocked prone.
Acid vomit recharge (6). The golem exhales acid and blood in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12 (4d6) Acid damage on a failed save, or half as much damage on a successful one. Targets who fail the save are also subjected to the effects of the Stench ability.
Description
Many dead bodies haphazardly sewn together, the corpse golem is a formidable opponent. Unlike many golems, it shares the high intelligence of the wizard who created it and retains the ability to speak. Art credit to Michael Osadciw.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/2/2023 4:30:08 AM
|
12
|
6
|
5
|
Coming Soon
|
Comments