Page 151 - Monster Manual Expanded III Dragonix
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Wood Golem
        Long ago, when elven lands were experiencing
        frequent raids from drow spellcasters, an order of
        artificers and druids that worshipped Corellon
        Larethian developed a means that could help
        defend against them. The first wood golems were
        created then, born from reconstituted dead trees,
        powered by arcane and divine magic, and bound
        with an elemental spirit from the Plane of Earth.
        Because of their hardiness and resistance to magic,
        the wood golems became instrumental in easily repelling
        the drow attacks. Soon, knowledge of crafting such
        golems was shared with other elven communities.
        As time passed, other races somehow learned
        how to create them as well.
          Wooden Knight. Sometimes mistaken for a
        treant, a wood golem resembles a 10-foot tall
        humanoid-shaped tree that is often designed
        to look like a knight. Elven runes etched on
        various surfaces of its body glow and pulse
        bluish-green. The wood golem moves with
        a stiff and lumbering gait, with every step
        accompanied by the sound of straining
        wood. Thick roots grow and extend from
        the golem's feet, constantly digging into
        the ground when the golem stands still.
          Entangling Briars. In combat, the wood
        golem bludgeons enemies with its massive
        fists. Against quick foes, the golem can cause
        thorny shrubs, weeds, and vines to sprout underneath its
        targets, entangling them. The prickly vegetation persists for
        a minute, painfully cutting and rooting those caught within
        it, allowing the golem to reach the targets.
          Enduring Sentinels. Wood golems are often
        encountered as guards in elven cities or druid
        homes. A few, now overgrown with vegetation,
        still endlessly guard forgotten elven crypts,
        tombs, and ruins.

         Wood Golem                                            Immutable Form. The golem is immune to any spell or effect that

                                                               would alter its form.
         Large construct, unaligned
                                                               Magic Resistance. The golem has advantage on saving throws
         Armor Class 16 (natural armor)                        against spells and other magical effects.
         Hit Points 104 (11d10 + 44)                           Magic Weapons. The golem's weapon attacks are magical.
         Speed 20 ft.
                                                               Rooted. The golem has advantage on Strength and Dexterity saving
                                                               throws made against effects that would pull, push, or knock it prone.
             STR           DEX           CON           INT           WIS           CHA
                20 (+5)        9 (-1)        18 (+4)        3 (-4)       11 (+0)         1 (-5)  Actions
                                                               Multiattack. The golem makes two Slam attacks and uses Entangling
         Damage Vulnerabilities fire
                                                               Briars, if available.
         Damage Immunities poison, psychic; bludgeoning, piercing
           slashing from nonmagical attacks that aren't adamantine  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
         Condition Immunities charmed, exhaustion, frightened, paralyzed,   (2d8 + 5) bludgeoning damage.
           petrified, poisoned
                                                               Entangling Briars (Recharge 5-6). The golem targets one or more
         Senses darkvision 60 ft., passive Perception 10
                                                               creatures it can see within 30 feet of it. Grasping prickly shrubs and
         Languages understands the languages of its creator but can't speak
                                                               thorny vines sprout underneath each target.  Each target must make
         Challenge 7 (2,900 XP)       Proficiency Bonus +3     a DC 15 Strength saving throw or be restrained by the entangling
                                                               briars for 1 minute. While restrained, a creature takes 3 (1d6)
         Berserk. Whenever the golem starts its turn with 50 hit points or   piercing damage at the start of each of its turns.  As an action, the
         fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns   restrained creature can make a DC 15 Strength check, escaping from
         while berserk, the golem attacks the nearest creature it can see. If   the briars on a success. The briars can also be destroyed to end the
         no creature is near enough to move to and attack, the golem attacks   effect. The entangling briars has AC 10, 15 hit points, vulnerability
         an object, with preference for an object smaller than itself. Once   to fire damage and immunity to bludgeoning, piercing, poison, and
         the golem goes berserk, it continues to do so until it is destroyed or   psychic damage.
         regains all its hit points.

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