Small Construct (Demon), Chaotic Evil
Armor Class 14 Scrps and shield
Hit Points 20 (1d6)
Speed 25 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Senses Passive Perception 10
Languages Abyssal
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

Actions

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

Name Date Modified Views Adds Version Actions
8/18/2019 12:29:40 AM
0
0
A
Coming Soon
8/18/2019 12:34:02 AM
3
0
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Coming Soon

Monster Tags: Demon

Habitat: Urban

quinnziegert250624865

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