Patchworkman (5e Creature)
Patchworkman[edit]
Medium undead, any evil alignment Armor Class 10
Saving Throws Con +5 Brute. A melee weapon deals one extra die of its damage when the patchworkman hits with it (included in the attack). Expert Wrestler. The patchworkman has advantage on Strength (Athletics) checks made to initiate a grapple. Furthermore, it has advantage on attack rolls against a grappled creature. Immutable Form. The patchworkman is immune to any spell or effect that would alter its form. Marshal Undead. Unless the patchworkman is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. Undead Fortitude. If damage reduces the patchworkman to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the patchworkman drops to 1 hit point instead. ACTIONSMultiattack. The patchworkman makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
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The patchworkmen, sometimes also called pseudo flesh golems, are the monstrous creations of necromancers stitched together from multiple humanoid corpses and then reanimated like a zombie instead of making use of the more complex magics and materials required to create a true golem. Uber-Zombies. Unlike zombies and flesh golems, however, patchworkmen have a semblance of self due to the use of well preserved brains in their creations. More often than not, this results in the creature going berserk and attacking its creator, but if the necromancer manages to control the creature, then it can be used as a super-zombie capable of commanding lesser undead in the necromancer's absence. Undead Nature. A patchworkman doesn't require air, food, drink, or sleep. |
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