Large Plant, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 200 (25d10 + 50)
Speed 20 ft., Swim 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +8
Skills Athletics +7
Damage Vulnerabilities Fire
Senses Blindsight 60 ft., Passive Perception 10
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Prickly: Any creature who hits the Cactuar Golem with a melee attack takes 1d6 piercing damage each time they attack.

Multiple Heads: the Cactuar Golem has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Spinny Swarm: Whenever the Cactuar Golem is hit by an attack that deals 10 or more damage in a single hit, a Cactuar Needler appears in a random unoccupied space within 10 feet of it. All Cactuar Needlers share an initiative order and go immediately after the Cactuar Golem. 

Regeneration: The Cactuar Golem regains 10 hp at the start of its turn unless it has taken fire damage in the last round and is conscious.

Mythic Phase (recharges after a short or long rest): The first time the Cactuar Golem is reduced to 0 hit points, it splits into a Swarm of Cactuar Needlers. It keeps its initiative order. In one minute if the swarm is above half hit points it may reform into a Cactuar Golem as an action. The Cactuar Golem begins at 100 hit points and may regenerate up to full. If the Cactuar Golem reaches full health, the mythic phase is recharged.

Actions

Multiattack. The Cactuar Golem makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the Cactuar Golem uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hail of Spines (Recharge 5-6): The Cactuar Golem shoots a hail of spines in a 15 foot radius sphere centered on itself. All creatures in the area besides other Cactuars must make a DC 15 dexterity saving throw or take 19 (6d6) piercing damage, halved on a save. A creature who fails this save is covered in spines. On the start of a creature's turn who is covered in spines they take 1d6 piercing damage until they take an action to remove the spines

Embrace. The Cactuar Golem engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) piercing damage. If the golem moves, the engulfed target moves with it. The golem can have only one creature engulfed at a time.

Legendary Actions

The Cactuar Golem has 3 legendary actions which it can use after another creature's turn. It regains all spent legendary actions at the start of its turn. 

Summon Cactuar Needler (Costs 2 actions): The Cactuar Golem summons 1d4 Cactuar Needlers in unoccupied spaces within 10 feet.

Move (Costs 1 action): The Cactuar Golem moves up to its movement speed.

Slam (Costs 1 action): The cactuar Golem makes a Slam attack.

Habitat: Desert

World_TNT

Comments

Posts Quoted:
Reply
Clear All Quotes