Zombie Golem (5e Creature)
Zombie Golem
Medium construct, neutral evil Armor Class 15 (natural armour)
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Berserk. Whenever the golem starts its turn with 40 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. If 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. 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. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. ACTIONSMultiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 5) bludgeoning damage.
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We done waiting. Usually created and employed by powerful necromancers, undead lords and fiends, these foul creatures look much like flesh golems. Unlike those traditional golems, however, these creatures are composed of bloated, rotting body parts and carry the stench of death about them wherever they go. Unlike flesh golems which are barely sentient and able to emit a guttural roar when they engage in combat, zombie golems have some degree of self-awareness and malicious intent, attacking in a slow and lackluster manner that has been retained from their undead body parts. Constructed Nature. A zombie golem doesn't require air, food, drink, or sleep. |
Creating a Zombie Golem
Time | Cost | Manual Rarity |
---|---|---|
X0 days | X0,000 gp | Very rare |
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