Medium Construct, Neutral
AC 12 Natural    Initiative +0 (10)
HP 102 (15d8 + 60)
Speed 30 ft.
Mod Save
STR 20 +5 +5
DEX 11 +0 +0
CON 18 +4 +4
Mod Save
INT 12 +1 +1
WIS 10 +0 +0
CHA 15 +2 +2
Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language but can't speak
CR 7 (XP 2,900; PB +3)
Traits

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

Deceitful. The clone golem has advantage on his Charisma (Deception) checks when pretending to be the person whose body parts were used to create it.

Immutable Form. The golem can’t shape-shift.

Lightning Absorption. Whenever the golem is subjected to Lightning damage, it 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.

Mind Link. The clone golem and his creature can communicate telepathically with each other for as long as they are on the same plane.

Actions

Multiattack. The golem makes two Slam attacks.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.

Description

Clone golems are an improved version of their lesser cousins, the flesh golems. Over the years, Mortimer has perfected the technique of making these types of constructs. He first creates an inanimate duplicate of a person with a clone spell, tears the clone apart for raw materials, and reassembles them to create a flesh golem that is physically identical to the person he cloned, and that even retains a part of their personality.

Habitat: Any

CarmillaPrice

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