Creep-While not moving the golem is indistinguishable from a jack O' lantern and rags. The creep can also immediately become a smarm monster as a bonus action.
Claw: +4 d6+2
Flame head: If you attack the Creep golem roll a dex. save (DXC 10) or take d4 fire damage per turn until it is put out as a bonus action and dex saving throw (DC 10)
Description
This golem is a spooky scare created by demons to guard and reanimate dead for an undead army.
Lair and Lair Actions
A Creep golems lair is a graveyard. It is usually in rural or small suburban tows near farms.
Lair Actions
On initiative count 13 (losing initiative ties), the Creep Golem takes a lair action to cause one of the following effects; the Creep Golem can’t use the same effect two rounds in a row:
- Reanimate 1d4 dead coming up from tombstones.
- Reanimate1 ghoul or summon 2 more Creep golems.
Regional Effects
The region containing a legendary Creep Golem’s lair have crops that immediately go rotten and risen dead.
- All food spoils in the area after 1d6 hours after being exposed to the air in the lair and surrounding area.
- 1d4 zombies spawn from the center of the lair every 1d4 hours.
If the Creep Golem{s} dies, these effects fade over the course of 1d6 days.
Previous Versions
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8/18/2019 12:29:40 AM
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8/18/2019 12:34:02 AM
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