Terrible Cough. Whenever the Bootzamon starts its turn with 40 hit points or fewer, roll a d6. On a 6, the Bootzamon coughs up a cloud of necrotic filth. Any creature within 20 feet must make a constitution saving throw DC 18 or suffer 21 (7d6) necrotic damage. A successful save reduces this damage by half.
Aversion of Fire. If the Bootzamon takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The Bootzamon is immune to any spell or effect that would alter its form.
Magic Resistance. The Bootzamon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Bootzamon weapon attacks are magical.
Multiattack. The Bootzamon makes two melee attacks.
Hand Scythe. Melee Weapon Attack:+10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
Spiked Club. Melee Weapon Attack:+10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) bludgeoning damage plus 10 (2d10) necrotic damage.
Description
A Bootzamon is a humanoid effigy stitched and bolted together from enchanted branches and straw into a stalking horror imbued with formidable strength and dexterity. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.
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