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Golem di Carne: differenze tra le versioni

Da D&D Next.
Reimport Monsters: Flesh Golem (formattato)
Traduzione mostri: Flesh Golem
Riga 2: Riga 2:
''Medium construct, neutral''
''Medium construct, neutral''


'''Armor Class''' 9
'''[[:Categoria:Classi|classe]] Armatura''' 9


'''Hit Points''' 93 (11d8+44)
'''Punti Ferita''' 93 (11d8+44)


'''Speed''' 30 ft.
'''Velocità''' 30 ft.


{| class="wikitable"
| STR     | DEX   | CON     | INT   | WIS     | CHA   |
! STR
|---------|--------|---------|--------|---------|--------|
| DEX
| 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) |
| CON
| INT
| WIS
| CHA
! ---------
| --------
| ---------
| --------
| ---------
| --------
! 19 (+4)
| 9 (-1)
| 18 (+4)
| 6 (-2)
| 10 (+0)
| 5 (-3)
|}


'''Damage Immunities''' lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
'''Danno Immunities''' lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine


'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, petrified, poisoned
'''Condition Immunities''' charmed, exhaustion, frightened, paralyzed, petrified, poisoned


'''Senses''' darkvision 60 ft., passive Perception 10
'''Senses''' darkvision 60 ft., passive Percezione 10


'''Languages''' understands the languages of its creator but can't speak
'''Linguaggi''' understands the languages of its creator but can't speak


'''Challenge''' 5 (1,800 XP)
'''Challenge''' 5 (1,800 XP)


****'''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.
'''''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.


The golem's creator, 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 creator, 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 40 hit points or fewer, the golem might go berserk again.
The golem's creator, 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 creator, who must take an action to make a DC 15 Carisma (Persuasione) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.


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


'''**'''Immutable Form'''**'''. The golem is immune to any spell or effect that would alter its form.
'''''Immutable Form'''''. The golem is immune to any spell or effect that would alter its form.


'''**'''Lightning Absorption'''**'''. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
'''''Lightning Absorption'''''. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.


'''**'''Magic Resistance'''**'''. The golem has advantage on saving throws against spells and other magical effects.
'''''Magic Resistenza'''''. The golem has advantage on saving throws against spells and other magical effects.


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


###### Actions
###### Actions


'''**'''Multiattack'''**'''. The golem makes two slam attacks.
'''''Multiattack'''''. The golem makes two slam attacks.


'''**'''Slam'''****. ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8+4) bludgeoning damage.
'''''Slam'''''. ''Arma da Mischia Attacco:'' +7 to hit, reach 5 ft., one target. ''Colpito:'' 13 (2d8+4) bludgeoning damage.


{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Flesh Golem -->

Versione delle 14:55, 3 lug 2026

Flesh Golem

Medium construct, neutral

classe Armatura 9

Punti Ferita 93 (11d8+44)

Velocità 30 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|--------|---------|--------|---------|--------| | 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) |

Danno Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Percezione 10

Linguaggi understands the languages of its creator but can't speak

Challenge 5 (1,800 XP)

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.

The golem's creator, 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 creator, who must take an action to make a DC 15 Carisma (Persuasione) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

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

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Resistenza. The golem has advantage on saving throws against spells and other magical effects.

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

            1. Actions

Multiattack. The golem makes two slam attacks.

Slam. Arma da Mischia Attacco: +7 to hit, reach 5 ft., one target. Colpito: 13 (2d8+4) bludgeoning damage.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.