Large Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Necrotic Absorption. Whenever ZomBenedict is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to necrotic fire damage dealt.

Timeless Classic. ZomBenedict is immune to any spell or effect that would alter its form.

Resistance is Futile. ZomBenedict has advantage on saving throws against spells and other magical effects.

More than a Machine. ZomBenedict's weapon attacks are magical.

Actions

Multiattack. The golem makes two melee attacks.

Punch. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Light's Out (Recharge 6). ZomBenedict envelopes a creature within 5ft of it. The creature must make a DC 20 Strength/Dexterity saving throw, taking 45 (12d12) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0hp by this attack dies and disappears after a terribly ominous mechanical noise.

Bonus Actions

Snappy Violence. ZomBenedict grants itself advantage on attack rolls on its turn. Attack rolls against ZomBenedict have advantage until the start of Zombenedict's next turn.

Reactions

Stop the Music. ZomBenedict adds 5 to the AC or saving throw for an ally within 5ft of it.

TimSkalabim

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