Huge Construct, Neutral
Armor Class 18 (natural armor)
Hit Points 282 (17d10 + 85)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
9 (-1)
CHA
16 (+3)
Damage Resistances Bludgeoning, Cold, Slashing
Damage Immunities Poison, Thunder
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Common, Druidic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Hole-y Body.  Due to the holes in its body any wind based attacks do no damage to the Bard Golem and give it advantage on it's next action.

Stone's Song. Since the Bard Golem is born of magic the holes in it's body can be used to play a variety of songs causing different effects on all who hear them. Creatures affected by the songs will be able to reroll their saves at the top of their turn.

Alluring Sound.  The Bard Golem spends it's days roaming the world. Everyone who hears the song of the Bard Golem must make a DC 22 charisma save or be drawn inexplicably to the Bard Golem

Charmer of Nature. Nature is drawn to the pleasant songs of the Bard Golem and a group of small animals from the current biome nearly always reside with the Bard Golem

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d8 + 6) bludgeoning damage.

Slow Song (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stone's Song. 1. Charm Song (DC 12 Charisma or be charmed for 1d4 turns)
2. Booming Song (takes the effects of 5th level thunderclap) Thunderclap
3. Dissonant Song (DC 15 Wisdom save or become hostile to the nearest creature for 1d4-2 turns, minimum 1)
4. Fear Song (DC 14 Wisdom or be frightened for 1 minute)
5. Sleep Song (DC 12 Constitution or fall asleep for 1d4-1 turns or until they take damage, minimum 1)

1/day. Otto's Irresistible Dance

Bonus Actions

Charmer of Nature. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: The attack’s target takes 1d6 piercing damage from the swarm. The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.

Reactions

It Wimdy. If a wind spell is cast on the Bard Golem it can immediately use a reaction to play one of its songs

Description

The bard golem is a giant combination of a stone golem and a successful bard. This golem's body has been filled with holes that replicate the sounds of a flute when wind rushes through them.

Variants.
Depending on where the Bard Golem currently resides a different swarm of creatures will be in it's vicinity
Forest: Birds
Underwater: Fish
Coastal: Crabs
Desert: Scorpions
Dungeon: One Singular Flumph
Urban: Children (4-7 years old)
Other Dimensional: Modrons (2d100)

 

Plorpus

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