Page 147 - Monster Manual Expanded III Dragonix
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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

