Large Undead, Chaotic Evil
Armor Class 16 (Natural Armor)
Hit Points 121 (13d10 + 44)
Speed 30 ft., Swim 30 ft., Climb 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
20 (+5)
INT
9 (-1)
WIS
11 (+0)
CHA
3 (-4)
Saving Throws DEX +4, CON +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Berserk. Whenever the golem takes fire damage or starts its turn with 40 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.

The golem's creator, if within 30 feet of the berserk golem, 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 40 hit points or fewer, the golem might go berserk again.

Faultless Tracker. The golem is given a quarry by its creator. The golem knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The golem also knows the location of its creator.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Regeneration.  The golem regains 10 hit points at the start of its turn. If the golem takes radiant or fire damage, this trait doesn't function at the start of it's next turn. The golem dies only if it starts its turn with 0 hit points and doesn't regenerate.

Amorphous Form. The golem can move through a space as narrow as 1 inch wide without squeezing.

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

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

Actions

Multiattack. The golem makes two scab slam attacks.

Scab Stab. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. A creature damaged by this attack is poisoned until the end of their next turn.

Visceral Vomit (Recharge 6). The golem exhales a torrent of gore in a 30-­foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 34 (9d8) necrotic damage on a failed save, or half as much damage on a successful one.

Description

A horrific amalgam of fetid blood and gore molded into the rough shape of a decrepit wretch, this terrible creation is often only the work of the most heinous wizards and alchemists, requiring far too many sacrifices than could ever be justified by the majority of those of their craft. Fiercely loyal, the blood golem fights to the death to protect its master, or slay its quarry, even if it is treated cruelly or with indifference. It will only turn on its master if it feels as though it has been betrayed or abandoned, at which point it will relentlessly hunt and pursue them in a berserk rage.

Previous Versions

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Monster Tags: construct

Blackenblood

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