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Flesh Colossus in Dungeons & Dragons 5e

Flesh Colossus CR: 4

Huge construct, chaotic evil
Armor Class: 10
Hit Points: 105 (10d12+40) 10d12+40
Speed: 40 ft

STR

19 +4

DEX

10 +0

CON

18 +4

INT

6 -2

WIS

14 +2

CHA

8 -1

Damage Resistances: Bludgeoning, Piercing and Slashing from non-magical attacks
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: darkvision 60 ft, passive Perception 12
Languages: Understands Daedric But Can't Speak
Challenge Rating: 4

Namira's Feast. The flesh colossus can consume medium to large corpses using its action. When it does so it regains 2d10+10 hit points and the corpse is consumed in the process. It cannot be revived by any means until the flesh colossus is slain.   Acid Breath (Recharge 5–6). Exhales acid in a 15-­‐foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (6d8) acid damage on a failed save, or half as much damage on a successful one.   Undead Fortitude. If damage reduces the flesh colossus 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 flesh colossus drops to 1 hit point instead.

Actions

Multiattack. The flesh colossus can attack twice.   Club. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage.   Mace. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract a disease.

Harvesting: Human Flesh (3), Human Heart, Greater Soul

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