Reckless. At the start of his turn, Wrath can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 2) slashing damage.
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Reduce. (1/day) Wrath creates a 15ft aura around him, up to 5 targets. The targets must make a DC 15 STR saving throw, if they fail then they take (2d4 +1) force damage and they are thrown back 10ft, if they hit a wall or an object then they take an extra (1d4) bludgeoning damage.
Heightened anger. If a player fails an attack then Wrath is able to use the action Slam with a guaranteed hit chance.
Necrotic Leech. Wrath can restore health by magically sensing and drawing from the injuries of those within 60 feet. For every already injured being in range, the golem regains 1d6 hit points. This does not cause any additional damage to those injured.







Comments