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







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