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Clay Golem

Clay Golem Large Construct, Unaligned 9 5,000 xp

  • Armor class 14 (natural armor)
  • Hit points 133 (14d10+56)
  • Speed 20ft
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 18 (+4)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 1 (-5)

Damage Immunities: Acid, Poison, Psychic, 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 9

Languages: Understands the languages of its creator but can't speak

Challenge: 9 (5,000 xp)

Proficiency Bonus +4

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

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.

Actions

(Trait) Berserk. Whenever the golem starts its turn with 60 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.

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Galeb Duhr

Galeb Duhr Medium elemental, neutral 6 2,300 xp

  • Armor class 16 (natural armor)
  • Hit points 85 (9d8+45)
  • Speed 15ft, rolling 30ft, 60ft rolling downhill
  • STR 20 (+5)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: poison

Condition Immunities: exhaustion, paralyzed, poisoned, petrified

Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 11

Languages: Terran

Challenge: 6 (2,300 xp)

False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Animate Boulders (1/Day). The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).

Flesh Meld

Flesh Meld Huge Aberration, Chaotic Evil 7 2,900 xp

  • Armor class 12
  • Hit points 95 (10d12+30)
  • Speed 30ft, climb 30ft
  • STR 21 (+5)
  • DEX 14 (+2)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 13 (+1)
  • CHA 5 (-3)

Damage Immunities: Blinded, Prone

Senses: Blindsight 60 ft. (can't see beyond this radius), Passive Perception 11

Languages: Understands all but can't speak

Challenge: 7 (2,900 xp)

Proficiency Bonus +3

Amorphous. The flesh meld can move through a space as narrow as 1 inch without squeezing.

Aura of Death. At the start of each of the flesh meld's turns, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) necrotic damage and have the poisoned condition until the start of the flesh meld's next turn.

Magic Resistance. The flesh meld has advantage on saving throws against spells and other magical effects.

Spider Climb. The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check.
Flameskull

Actions

Multiattack. The flesh meld makes two Bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and if the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld.

Consume Creature. The flesh meld targets one Large or smaller creature within 5 feet of itself that it's grappling. The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time.

A swallowed creature no longer has the grappled condition. While swallowed, it has the blinded and restrained conditions, has total cover against attacks and other effects outside the flesh meld, and takes 10 (3d6) necrotic damage at the start of each of the flesh meld's turns. If this damage reduces a swallowed creature to 0 hit points, the creature dies, and the flesh meld consumes its body.

If the flesh meld takes 30 damage or more on a single turn from the swallowed creature, the flesh meld must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls with the prone condition in a space within 5 feet of the flesh meld. If the flesh meld dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.