Flesh Explosion. The Corpse Golem special ability is to fling one or more corpses from its body(a long range attack) they effect the Corpse Explosion(spell) on impact.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Corpse Throw. A Ranged Weapon Attack: +3 to hit, range 60/120 ft., 2 target. Hit: 1 (3d12 + 1) [bludgeoning ] damage.
As a bonus action the Corpse Golem may try to fall upon opponent's burring them beneath their mass. On a successful hit you are under the grappled condition (dc17) strength check to brake. On a miss a Corpse Golem must use 70% of it movement speed to regain its feet.
Passive Perception 50 ft
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Description
Like the similar Flesh golems the Corpse Golem were put together from entire body's of many different corpses, usually human, all stitched and bolted into a new and gruesome large humanoid form. Comparable in size to a Earth Elemental. As the flesh was often robbed from graves and still decaying, it had a lingering stench of dead flesh and fresh turned soil, and no ordinary animal would willingly follow its trail. Unable to fully control its body, a Corpse Golem moved and walked stiffly. It was also unable to speak, being only able to make a hoarse roar. Its clothing and possessions were whatever it was constructed with.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
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If the [monster name] dies, these effects fade over the course of #d# days.
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