Large Aberration, Typically Chaotic Neutral
Armor Class 17 Natural armor
Hit Points 114 (12d10 + 48)
Speed 35 ft., climb 25 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws STR +9, CON +8
Skills Athletics +6
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Exhaustion, Frightened, Stunned, Unconscious
Senses Truesight 60 ft, Passive Perception 16
Languages understands Deep Speech, telepathy 1 mile
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the golem fails a saving throw, it can choose to succeed instead.

Far Realm Link. If the golem is reduced to 0 hit points, it will begin to regenerate, returning to 1 HP after 1d10 minutes, and gaining 2d6 HP every minute after that, unless the nearby rift or planar siphon connected to the Far Realm is closed or destroyed. 

Actions

Multiattack. The golem makes one tentacle attack and up to two aberrant greataxe attacks. 

Aberrant Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 4) slashing damage, and the target must make a DC15 Wisdom save. On a failed save, the target must roll on the Short-Term Madness table. On a successful save, the target becomes immune to this effect for 1 minute.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the golem. Until this grapple ends, the target is restrained, and the golem can’t use its tentacles against other targets.

Legendary Actions

The golem can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The golem regains spent legendary actions at the start of its turn.

Aberrant Greataxe Attack. The golem makes one aberrant greataxe attack against one creature it has grappled.

Teleport. The golem magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.

Chaos Aura (2 Actions). The golem channels the chaotic energies of the Far Realm, emitting a 20 ft radius aura . Any spells cast within this aura automatically trigger a roll on the Wild Magic Surge table. 

Lair and Lair Actions

An Aberrant Golem's Lair

Creations of magic and science stretching their limits, aberrant golems are bound to the area of their creation, and powered by a link to the Far Realm. These are typically the towers of powerful mages, or the ruins of ancient laboratories.

Lair Actions

When fighting inside its lair, an aberrant golem can use lair actions. On initiative count 20 (losing initiative ties), an aberrant golem can take one lair action to cause one of the following effects; the aberrant golem can’t use the same lair action two rounds in a row:

  • The golem warps reality around it in an area up to 500 feet square, turning all of the surfaces into stick, gelatinous textures, with small, tendrils reaching out from them, making the area difficult terrain for all creatures that are not aberrations.
  • The golem targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the golem’s choice within 60 feet of it.
  • The golem targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the golem becomes invisible to that creature for 1 minute. This effect ends if the golem attacks the target.

Monster Tags: aberration

Habitat: Urban

HyperionCouple

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