Golem, Flesh (Umbral)

Family: Golems

Medium construct, unaligned

Armor Class 9
Hit Points 76 (9d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Damage Vulnerabilities radiant
Damage Immunities lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Aversion of Light. The golem has disadvantage on attack rolls, ability checks, and saving throws made while in sunlight. Additionally, if the golem takes radiant 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.

ACTIONS

  • Shadow Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 5 (2d4) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.
Section 15: Copyright Notice

The Gates of the Shadowmage © 2020, The Eldritch Press; Authors Fletcher Haug and Guy Corey

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