Long-Limbed. The golem's melee range is 5 feet greater than normal.
Vine Whips. The golem has long, thorny vines fixed to its arms, which it can use to perform long-reaching melee attacks.
Blind. The golem does not see, but has blindsight for 30 feet.
Golem. The golem is both a Plant and a Golem.
Vine Whip. Melee Weapon Attack: +3 to hit, reach 15 ft., 1 target. Hit: 1 (1d4 + 1) Piercing damage.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 1 (1 + 2) Piercing damage.
Grapple. The golem can use a bonus action to grapple targets within 5 feet. Grappled opponents can be thrown 20 feet- and no less, unless they hit an obstacle- as an action on subsequent turns, dealing 1d4+4 damage to both the thrown target and anyone they hit. The target it hits is moved back one space, while the thrown target is left in the space previously occupied by the hit target. Both will be knocked prone. This always works on Vine Grappled targets.
Vine Grapple. When performing a whip attack, the golem can use a bonus action to Vine Grapple the target, imposing a grapple save with a DC of 13. If the target succeeds, they are moved 5 feet in whatever direction the golem wants or are knocked prone- and escape the grapple. If they fail, they are moved 5 feet in any direction, and remain grappled. On any of their subsequent turns that they are grappled, they must roll again to escape the grapple. On the golem's turn, it may use an action to move them again, provoking another saving throw. It can also choose to release them as a free action, having the same effects as if they succeed the saving throw. If they are moved into an object or creature, both parties (if applicable) take 1d4 damage, but do not move.
Second Lash. When performing a whip attack, the golem can perform another with its other whip as a bonus action.
Power Punch. When a Vine Grappled target is within 5 feet of the golem, it can use its bonus action to perform an unarmed strike. If it hits, it will move them 5 feet in any direction, or prone.
Tripping Vine. When it hits a target with an opportunity attack, the golem will impose a DEX save to knock them prone, with a DC of 13.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A large, brutish mass of animated vines and other plant matter, with two thorny, arm-like appendages.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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10/11/2021 10:13:52 PM
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Coming Soon
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