# Dragonflesh Golem *Large* *Construct* *unaligned* - **Armor Class:** 18 (natural armor) - **Hit Points:** 115 (11d10+55) - **Speed:** walk 30 ft. - **Challenge Rating:** 10 (5,900 XP) - **Source:** Tome of Beasts 2, page 180 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 22 (+6) | 7 (-2) | 20 (+5) | 3 (-4) | 10 (+0) | 1 (-5) | - **Skills:** - **Damage Immunities:** bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons - **Damage Resistances:** acid, cold, fire, lightning, poison - **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - **Senses:** darkvision 120 ft., passive Perception 10 - **Languages:** understands the languages of its creator but can’t speak ### Special Abilities - **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 - **Multiattack:** The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws. - **Bite:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. - **Claws:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. - **Terror Stare:** The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Terror Stare for the next 24 hours. - **Elemental Breath (Recharge 5-6):** The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison.