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5ead/monsters/md/tome_of_beasts_2/dragonflesh-golem.md
2025-06-07 07:58:30 -05:00

2.2 KiB
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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 cant 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.