CoS 1/Boy

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Boy is a flesh golem mastiff, created by CoS 1/Darling and acts as his mount.

Boy

Medium Construct, Neutral

  • Armor Class 12
  • Hit Points 15 (3d8 + 2)
  • Speed 40 ft.
  • Initiative +1
STR     DEX     CON     INT     WIS     CHA
15(+2)  13(+1)  14(+2)  6(-2)   12(+1)  5(-3)
  • Damage Resistances Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Resistances Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned; any spell/effect that would alter its form
  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages Understands the languages of its creator but can't speak
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Damage Reduction. For resisted damage types, reduce damage taken by 1 after applying resistance.

Berserk. Whenever the golem takes damage bringing the total to 1/3 of its hit point maxiumum or less, roll a d6. On a 6, it 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, it attacks an object, with preference for an object smaller than itself. Once it goes berserk, it continues to do so until he is destroyed, regains at least 1/2 of its hit points, is hit by lightning damage or manages to calm down. After being calmed down, if it takes damage while still at 1/3 hit points or fewer, the golem might go berserk again.

The golem's master, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its master, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 1/3 hit points or fewer, the golem might go berserk again.

Aversion of Fire. If the golem takes fire damage, it takes 3 extra damage and has disadvantage on attack rolls, spell casting rolls and ability checks until the end of its next turn.

Lightning Infusion. Whenever the golem takes lightning damage it is healed 1d4, gains advantage on any Str, Dex, Con or Wisdom based checks or saves and deals an additional d8 lightning damage on any hit with a slam attack, metal weapon or spell attack.

Minor Magic Resistance. The golem has a +2 bonus on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Keen Hearing and Smell. The mastiff flesh golem has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.