Zombie Golem (5e Creature)
Zombie Golem[edit]
Medium construct, neutral evil Armor Class 15 (natural armour)
Proficiency Bonus +3 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. 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. Stench. Any creature that starts its turn within 10 feet of the golem must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the golem's stench for 24 hours. 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 plus 5 (1d10) poison damage.
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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. |
Creating a Zombie Golem[edit]
Time | Cost | Manual Rarity |
---|---|---|
X0 days | X0,000 gp | Very rare |
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