Large unknown (Any Race), Chaotic Neutral
Armor Class 20 Natural
Hit Points 615 (80d12 + 95)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
22 (+6)
INT
3 (-4)
WIS
3 (-4)
CHA
2 (-4)
Saving Throws STR +9, CON +10
Damage Vulnerabilities Radiant
Damage Immunities Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Tremorsense 80ft, Passive Perception 16
Languages Understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Hollow. Upon taking damage from a piercing weapon while a creature is effected by devour, WARD3N takes half of the damage, and the creature within takes a quarter. 

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

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Draconic Hardening. Whenever WARD3N is subjected to fire damage it's carapace hardens, increasing it's ac by 2 until the end of it's next turn. Each time this effect occurs, WARD3N loses 5ft of movement until the end of it's next turn. If an attack would deal piercing damage, it ignores this increase to AC.

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

Divine punishment. WARD3N is vulnerable to radiant damage. Furthermore, when exposed to sunlight, WARD3N receives a -4 to all attacks made until the end of it's next turn.

Indigestion.  At the end of a turn, if WARD3N has taken over 35 damage, and he is holding a creature with Devour, WARD3N must succeed on a DC19 Constitution saving throw. If he fails WARD3N ejects the held creature, depositing them 5ft away, prone. Every 5 damage over the threshold increases the check by 1.

Magic weapons. Ward3n's attacks are considered magical. 

Iris' Surge. Once per day, WARD3N may take two actions in a turn.

Aleph's Determination. If WARD3N misses an attack, WARD3N can add a +10 to the attack roll. It can only do so twice a day.

Vile Movement. WARD3N ignores difficult terrain.

Actions

Multiattack. The golem makes two melee attacks or one melee attack and one breath attack. 

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20(4d6 + 6) bludgeoning damage. Creatures struck with slam make a dc 16 strength save or are knocked prone. 

Iris' Slash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18(2d12 + 6) slashing damage.

Caustic Bile. WARD3N spews acidic bile in a 10ft cone in front of itself, dealing 3d4 acid damage on a failed Dexterity save (DC 16). If a character is consumed they are ejected, dealing an additional 3d8 bludgeoning damage to both the ejected and creatures in the cone. A creature ejected this way automatically fails the save. Targets effected by Caustic Bile are coated and remain coated for 1d4 turns, taking 1d6 acid damage per turn. 

Infernia. WARD3N exhales a 10ft cone of searing flames, dealing 3d8 fire damage on a failed Dexterity save (DC 16). If a character is consumed they are ejected, dealing an additional 3d8 bludgeoning damage to both the ejected and the target. A creature ejected this way automatically fails the save. If Infernia is used upon a creature coated in Caustic Bile the toxic fluid detonates, dealing 4d6 fire damage in a 10ft radius. The detonation can also ignite other players effected by Caustic Bile. Detonating Caustic Bile removes the acid from the effected creatures. 

Bonus Actions

Devour. Target creature within 5 feet of WARD3N must make a DC 18 dexterity saving throw. On failure the target is consumed and suffers from blindness, restrained and incapacitated, taking 2d4 acid and 2d4 fire damage. A DC 18 strength save is made at the start of the target's turn, the victim taking 3d6 acid damage on a fail. WARD3N regains half the damage taken as HP. 

Flesh Harpoon Reel. WARD3N pulls the restrained target up to 10ft closer to itself, the target able to resist on a DC18 strength save. Upon success they are pulled 5ft forwards and do 5 damage to the flesh harpoon. 

Tempy's Hunger. Upon killing a target, if there are no creatures currently affected by WARD3N's devour trait, WARD3N may devour the dead creature, adding 10hp per hit die of the target, consuming the body. Entities killed this way are destroyed, as are any nonmagical items worn or carried by the consumed creature. A creature that died while affected by the Devour trait is automatically consumed, no action required. 

Reactions

Flesh Harpoon. If attacked from range by a target within 30ft, WARD3N launches a grisly rope of sticky flesh at the target at +10 to hit. Upon contact the target takes 2d4 bludgeoning damage and is restrained. When grappling a character in this manner, WARD3N's speed drops to 5ft per round. The tentacle has 30 hp and an AC of 15, resisting bludgeoning and piercing damage, while being vulnerable to slashing. Damage dealt to the tentacle is also dealt to Warden.

Tail Swipe. WARD3N swings the fleshy tails attached to its spine when a target gets into flanking position (+10 to hit bonus, 3d8 bludgeoning). Upon success WARD3N knocks the target back 5ft prone.

Legendary Actions

WARD3N has 2 legendary actions.

Iris' breath (1 charge). At the end of a creature's next turn, WARD3N can expend a charge to use either Caustic Bile or Infernia. 

Ravenous grapple (1 charge). At the end of a creature's turn that starts within 10 ft of WARD3N, WARD3N may make a Flesh Harpoon attack. 

Description

A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons. WARD3N, having been enhanced with ooze material became ravenous, gaining the capability to regain vitality upon consuming the corpses and flesh of other beings. WARD3N has reached it's apex, gaining the traits of subsumed living organisms. 

Lair and Lair Actions

WARD3N's corruption has spread to the environment, allowing for one of the following effects to occur. Each effect may not happen twice in a row. 

Vile Earth. The ground around WARD3N (in a 20 foot radius centered on WARD3N) becomes difficult terrain. A creature can make a Survival check (DC 15) to ignore difficult terrain created this way. Furthermore, WARD3N gains the effects of spirit guardians within this radius, 3d8 necrotic damage occurring on a failed wisdom save (DC8). 

Leeched Greed. WARD3N takes acute control of the weave, seeking out regenerative magic. If a creature casts a healing spell they must make a contested save (their spellcasting ability vs WARD3N's constitution save). If they fail the contest, WARD3N devours the spell, taking half of the health the other creature would've healed. 

Renewal. WARD3N revives 1d4+1 caustic sentinels to full health. 

Previous Versions

Name Date Modified Views Adds Version Actions
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Monster Tags: Armorundeadabberationmonstrosity

Habitat: Urban

LegendaryLawbro

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