Huge Construct, Any Lawful Alignment
Armor Class 15 Natural Armor
Hit Points 42 (4d12 + 16)
Speed 30 ft.
STR
14 (+2)
DEX
8 (-1)
CON
19 (+4)
INT
5 (-3)
WIS
9 (-1)
CHA
12 (+1)
Saving Throws STR +4
Damage Resistances Piercing from nonmagical attacks
Condition Immunities Poisoned
Senses Passive Perception 9
Languages Understands language of summoner, but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

 

Traits.

Reload. Whenever the monster's Tree Club breaks, it can tear out of the ground a new tree to use as it's Tree Club. This action is free and can be taken at anytime.

Regeneration. The Banana Golem regains 10 HP at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll only dies if it starts its turn with 0 Hp and doesn't regenerate. 

Loathsome Limbs. Whenever the Banana Golem takes at least 12 slashing damage at one time, roll a d20 to see what else happens to it:

1-10: Nothing else happens.

11-14: One leg is severed from the Banana Golem if it has any legs left.

15-18: One arm is severed from the Banana Golem if it has any arms left.

19-20: The Banana Golem is decapitated, but the troll only dies if it can't regenerate. If it dies, so does the severed head.

If the Banana Golem finishes a short or long rest, without reattaching a severed limb or head, the part regrows. At that point, the severed limb dies. Until then, the severed part acts on the Banana Golem's initiative and has it's own action and movement. A severed part has an AC of 13, 10 HP, and and the Banana Golem's regeneration trait. 

A severed leg is unable to attack and has a speed of 5 feet. 

A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the Banana Golem can see the arm and its target. When the Banana Golem loses both arms, it loses the ability to reload and make any attack with a tree club. 

If its head is severed, the Banana golem is blinded unless the head can see it. The severed head has a speed of 0 feet.

The Banana Golem's speed is halved it has one leg. If it loses both legs, it falls prone and can crawl with its arms. If it only has one arm however, its speed is halved again. When it loses all arms and legs, its movement goes down to 0, and can't benefit from bonuses to speed.

Multi-attack. The monster can make one throw, or two club attacks

Spellcasting. The Banana Golem can summon a tree, which requires a cantrip.

Cantrips (at will): Summon Banana Tree.

Actions

Action Name. Enter the description for your action.

Tree Club Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 4) bludgeoning damage.

Tree Club Throw Attack. Ranged Weapon Attack: -1 to hit, range 30/70 ft., 1 target. Hit: 10 (1d12 + 4) bludgeoning damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Summoned in banana plantations to guard hordes, treasure, and magic totems, Banana Golems follow the orders of their masters to protect and attack all who dare cross their master or attempt to steal from the plantations. Great for fun, low-level parties to enjoy a silly mini-boss and add flavor to your adventure. He's made of the fallen bananas from the plantation, and has a tough banana peel outer skin as armor. Think Sandman from DC Comics but banana goop and peels.I played this for my party of 5 level one adventurers without the loathsome limbs and regenerate feature, and they easily put it in its place with above average health and some more enemies before the encounter. Enjoy :)

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Coastal

vksumner

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