Dungeon23, February Day 28
Another altar chamber in the temple of the evil cult!
Area 9
The door to this room is closed and locked with an arcane lock spell. The door may open of its own accord, if the prismatic pillars are touched, as indicated in Area 4.
This room is dark.
Mosaics along the walls depict the Nine Hells and the Archdevils of each layer.
An altar is set into the floor to the north of the room. The altar is decorated with carvings along is sides depicting scenes from the Nine Hells.
Creature: There is a flesh golem in this room that serves as its guardian. The flesh golem will attack anyone who enters the room who is not dressed in the robes of the evil cult. Also, if the door opens as a result of the prismatic pillars in Area 4 being touched, the flesh golem will leave the room to attack any intruders it finds in the hall of Area 4.
Flesh Golem
Medium construct, neutral
Armor Class 9
Hit Points 93 (11d8+44)
Speed 30 ft.
STR 19 (+4) DEX 9 (-1) CON 18 (+4)
INT 6 (-2) WIS 10 (+0) CHA 5 (-3)
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 Ft., passive Perception 10
Languages Understands Infernal But Can't Speak
Challenge 5 (1,800 XP); Prof Bonus +3
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
ACTIONS
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8+4) bludgeoning damage.
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