Huge Construct, Unaligned
AC 17 (dense quilt armor)    Initiative −1 (9)
HP 195 (26d8 + 78)
Speed 30 ft.
Mod Save
STR 20 +5 +10
DEX 8 −1 −1
CON 17 +3 +8
Mod Save
INT 3 −4 −4
WIS 10 +0 +5
CHA 3 −4 −4
Vulnerabilities Fire
Resistances Lightning
Immunities Cold, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 10
Languages Understands the languages of its creator but can't speak
CR 13 (XP 10,000; PB +5)
Traits

Traits

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

Magic Weapon Limbs. Its slam and smother attacks count as magical.

Stifling Form. When the golem hits with a smother attack, the target is grappled (escape DC 18), restrained, and begins suffocating. At the start of each of the target’s turns, they must succeed a DC 16 Constitution save or take 22 (4d10) bludgeoning damage and begin to suffocate if they aren’t already.

Absorb Body (Recharge 5–6). The golem pulls all grappled creatures inside itself. They become fully engulfed (total cover) and take 32 (6d8) bludgeoning damage immediately, then at the start of each of their turns until they escape with a DC 18 Strength check (as an action). The golem can hold up to 2 Medium or 4 Small creatures.

Actions

Actions

Multiattack. The golem makes two attacks: Slam or Smother.

  • Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
    Hit: 18 (3d10 + 2) bludgeoning damage.

  • Smother. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
    Hit: 14 (2d10 + 3) bludgeoning damage + grapple (escape DC 18).

Bonus Actions

Tighten Wrap (Bonus Action, 1/turn).
The golem targets one creature it is grappling. That creature must succeed on a DC 16 Constitution saving throw or take 11 (2d10) bludgeoning damage and begin suffocating if they aren’t already. On a success, the target still takes half damage.

Reactions

Snag the Straggler (Reaction).
When a creature within 5 feet of the golem moves or casts a spell, the golem can make a Smother attack against that creature.

Legendary Actions

Legendary Actions (3/day, 1/turn)

The Blanket Golem can take 1 legendary action at the end of another creature’s turn.

  • Lurch (Move). The golem moves up to half its speed without provoking opportunity attacks.

  • Loose Threads. The golem flings out scraps of itself. One creature within 60 ft. must succeed on a DC 16 Dexterity save or be restrained until the end of its next turn.

  • Regrip (Costs 2 Actions). The golem tightens its grip on all grappled targets. Each takes 11 (2d10) bludgeoning damage, and must succeed on a DC 16 Con save or fall unconscious until they take damage or another creature uses an action to wake them.

Description

A towering, lurching mass of tangled quilts and cursed bedding, the Blanket Golem moves with unsettling silence, its form stitched from rags soaked in dreams, sweat, and despair. Its patchwork body ripples unnaturally, seams tightening around anything it ensnares. Born from forgotten comfort twisted by magic, the golem is neither swift nor clever—but it is relentless.

Constructed Nature. A cloth golem doesn't require air, food, drink, or sleep.

Wargrog

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