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.
150
Bestiary

