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Blood Eating Flesh Golem Stage #1 in Dungeons & Dragons 5e

Blood Eating Flesh Golem Stage #1

Small Construct , Chaotic Evil

Armor Class 18
Hit Points 55
Speed 30ft

STR
19 +4
DEX
9 -1
CON
15 +2
INT
4 -3
WIS
10 0
CHA
5 -3

Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses Hearing Sight Touch Darkvision 60 ft.
Languages Common, Dwarvish, Abysaal




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.   Berserk. Whenever the golem starts its turn with 27 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. l(no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 27 hit points or fewer, the golem might go berserk again.   Blood Thirsty. After Combat, the golem will attempt to suck the body out of any dead/unconscious units on the field. If they are unconscious this action kills them. After feasting on a unit, the golem will be one day closer to transforming into the next stage.


Actions

Multiattack. The golem makes two attacks. One Slam one one Bite.   Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.   Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.


 

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