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Published by goroiamanuci, 2023-03-19 17:00:24

HANGMAN GOLEM

HANGMAN GOLEM

HANGMAN GOLEM


Hangman Golem Large construct, lawful neutral Armour Class - 18 Hit Points - 161 (19d10 + 57) Speed - 40 ft. STR 15 (+2) DEX 26 (+8) CON 16 (+3) INT 4 (-3) WIS 12 (+1) CHA 1 (-5) Skills Stealth +12 Damage Resistances bludgeoning, piercing. Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands the languages of its creator but can’t speak Challenge 12 (8,400 XP) Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects with the exception of the spell, rope trick. Casting rope trick on the golem while it’s unraveled will cause it to immediately assume its regular form, and casting the spell while the golem is in its regular form will paralyze the golem until the end of its next turn. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two rope lash attacks. Rope Lash. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature.


Hit: 24 (3d10 + 8) slashing damage and the target is grappled (escape DC 16). Strangle. The golem tightens its grip, causing 38 (7d10) bludgeoning damage to each creature it is grappling that has to breathe, or half as much on a DC 16 Constitution saving throw. If the golem is at least 5 feet higher than the target it is attempting to strangle, the target has disadvantage on their saving throw. If this damage reduces a creature to 0 hit points, that creature dies. Rope Whirlwind (Recharge 5-6). The golem makes a rope lash attack against all creatures it can reach. Unravel. The golem unravels its form and becomes a heap of tangled ropes that fill a 10 foot area. While unravelled, the golem heal 10 hit points at the start of each turn and it cannot attack or move. It may return to its regular form as an action.


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