Large Construct, Neutral Evil
Armor Class 10 Natural Armor
Hit Points 96 (11d8 + 42)
Speed 30 ft.
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

 

Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silver or Adamantine

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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.

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

Magic Weapons. The golem's weapon attacks are magical.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Multiattack. The golem makes two attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Bone Shard. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 7 (2d6) necrotic damage.

Horrifying Visage: Target one non-undead creature within 60 feet of the golem that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this golem's Horrifying Visage for the next 24 hours.

Bone Prison. The golem targets one creature it can see within 60 feet of it. A prison of magical bones surrounds the creature. The target must make a DC 15 Dexterity saving throw or become restrained. The restrained creature can break free by succeeding on a
DC 20 escape check, or by destroying the bone prison (AC 20; 50 hit points; immunity to poison and psychic damage). The golem can only have one bone prison active at a time. It may dismiss the bone prison as a bonus action.

Reactions

Bone Explosion. The Bone Golem can violently release all of its magical energy in one blast when dropped to 0 hp. All creatures within 30 feet must make a DC 16 Dexterity Saving throw. They take 5d10 bludgeoning damage, and 2d10 piercing damage on a failed save, and half as much on a successful save.

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.

Monster Tags: Abominations

NinetySixProof

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