Page 147 - Monster Manual Expanded III Dragonix
P. 147

Demonflesh Golem
        The demonflesh golem is a nightmare to behold. Its head, limbs,
        and wings have been taken from various demons and are bolted,
        stitched, and grafted together to form a 10-foot tall abomination. It
        moves with an awkward gait but has supernatural strength that
        is fueled by fiendish magic. Malice, mayhem, and murderous
        thoughts churn from behind its bloodshot eyes.
          Crafted in Mephistar. The first demonflesh golem was
        created in the dreaded laboratories within the Citadel
        of Mephistar by skilled artificers and wizards whose
        souls were bound in service to Mephistopheles. The
        demonflesh golems were built from the remains of
        slain demons, brought in from the raging Blood War
        in Avernus. Instead of elemental spirits, souls were
        wrenched from captured prisoners and infused into
        the golems' constructed bodies.
          Unstable Weapon of War. Unleashed by its master,
        a demonflesh golem can tear foes with its powerful
        melee attacks, fly, and cast powerful spells. However,
        it is flawed and unpredictable construct. Perhaps
        due to the imperfections of the magic that binds it
        or the residual memories and chaotic tendencies
        of its bound demonic soul, a demonflesh golem
        will sometimes suddenly run amok when badly
        damaged. It breaks free of its master's control
        and vents its evil wrath on anything near it until
        fully repaired or until its shell of demonflesh is
        destroyed. It is said that one still wanders the war-torn
        battlefields of Avernus to this day. Because of this, only
        a few were ever produced. Somehow, some demonflesh
        golems still managed to find their way into the Material
        Plane, brought by a powerful devil or sent as a gift to a
        diabolical cult.


          Demonflesh Golem                                     Magic Weapons. The golem's weapon attacks are magical.
                                                               Actions
          Large construct (fiend), chaotic evil
                                                               Multiattack. The golem uses its Terrifying Gaze.  It then makes three
          Armor Class 18 (natural armor)                       attacks: one with its Bite, one with its Claw, and one with its Pincer.
          Hit Points 252 (24d10 + 120)
                                                               Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
          Speed 30 ft., fly 40 ft.
                                                               32 (5d10 + 5) piercing damage and the target must succeed on a DC
                                                               19 Wisdom saving throw or be cursed for 1 minute. While cursed,
              STR           DEX           CON           INT           WIS           CHA
                                                               a creature has disadvantage on attack rolls against the golem. A
                 21 (+5)         9 (-1)       20 (+5)        8 (-1)       14 (+2)        5 (-3)
                                                               creature can repeat the saving throw at the end of each of its turns
                                                               ending the effect on itself on a success.
          Damage Resistances cold, fire, lightning
          Damage Immunities poison, psychic; bludgeoning, piercing, and   Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
            slashing from nonmagical attacks that aren't adamantine  15 (3d6 + 5) slashing damage.
          Condition Immunities charmed, exhaustion, frightened, paralyzed,
                                                               Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
            petrified, poisoned
                                                               Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or
          Senses truesight 120 ft., passive Perception 12
                                                               smaller creature, it is grappled (escape DC 19).
          Languages understands the languages of its creator but can't speak
          Challenge 17 (18,000 XP)      Proficiency Bonus +6   Terrifying Gaze. The golem turns its magical gaze toward one
                                                               creature it can see within 30 feet of it. The target must succeed on a
                                                               DC 16 Wisdom saving throw or become frightened of the golem for 1
          Berserk. Whenever the golem starts its turn with 90 hit points or
                                                               minute.  A frightened creature is paralyzed.  A creature can repeat the
          fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns
                                                               saving throw at the end of each of its turns ending the effect on itself
          while berserk, the golem attacks the nearest creature it can see. If
                                                               on a success. If a creature’s saving throw is successful or the effect
          no creature is near enough to move to and attack, the golem attacks
                                                               ends for it, the creature is immune to golem's Terrifying Gaze for the
          an object, with preference for an object smaller than itself. Once
                                                               next 24 hours.
          the golem goes berserk, it continues to do so until it is destroyed or
          regains all its hit points.                          Innate Spellcasting. The golem’s innate spellcasting ability is
          Immutable Form. The golem is immune to any spell or effect that   Wisdom (spell save DC 16). The golem can innately cast the following
                                                               spells, requiring no material components:
          would alter its form.
                                                               3/day each: cloudkill, darkness
          Magic Resistance. The golem has advantage on saving throws
                                                               1/day: Abi-Dalzim’s horrid wilting
          against spells and other magical effects.
       146
                    Bestiary
   142   143   144   145   146   147   148   149   150   151   152