Large Construct, Unaligned
Armor Class 9
Hit Points 68 (8d10 + 24)
Speed 20 ft.
STR
19 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 8
Languages Understands the languages of its creator but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Berserk. Whenever the golem starts its turn with 30 hit points or fewer, roll a d6. On a 5 or 6, the golem goes berserk. While the golem is berserk, its speed increases by 10 feet, and on each of its turns, it 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, it takes damage from its Unclean trait, or it regains all its hit points.

Clumsy. The golem has disadvantage on dexterity saving throws. While it is berserk, it fails them automatically.

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.

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

Stench. Any creature that starts its turn within 30 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to this golem's stench for 1 hour.

Unclean. Whenever the golem is subjected to an effect that cures poisons or diseases, it takes 16 (3d10) acid damage, and until the end of its next turn, it has disadvantage on attack rolls, ability checks, and saving throws, and its Stench trait does not function. These effects end early if the golem is subjected to poison damage.

Water Susceptibility. For every 5 feet the golem moves in water, or for every gallon of water splashed on it, it takes 1 acid damage. When this happens, it suffers disadvantage on attack rolls and ability checks until the end of its next turn.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Description

The most despised and derided form of golemcrafting is certainly the creation of filth golems. These disgusting golems are made by heaping together huge, grotesque piles of filth. Any form of filth can be used: vomit, feces, grime, sludge, scabs, rotten flesh, and other similarly revolting materials will do, but filth golems are usually made from a combination of these substances. Because of this, filth golems are the cheapest golem to produce by far, requiring the least rare of ingredients.

As a result of their construction, filth golems give off a perpetual stench that can turn the stomach of even the most experienced alchemist or necromancer. The golem is held together by its revolting corruption, and the more toxicity that is added, the more stable its body becomes. Washing or purifying the golem can weaken or destroy it.

The mind of a filth golem is as fragile and unstable as the gloopy structure of the golem itself. Even when it is as solid as ever, a filth golem is clumsy and stupid, only barely able to follow any instructions that don't involve smashing things. Once injured, the golem's mind begins to slip away entirely, and it may rampage uncontrollably.

Creation. A filth golem can be created using its own variety of Manual of Golems. Creating a filth golem takes only 7 days and alchemical materials worth 15,000 gp. A creature that can't use the Manual of Golems and still attempts to read it takes twice as much psychic damage as normal, due of the nature of the forbidden content.

Monster Tags: construct

BenevolentEvil

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