Flesh-Sculpted Dracogolem
Flesh-Sculpted Dracogolem
Large construct, neutral evil
Armor Class 17 (natural armor)
Hit Points 126 (12d10+60)
Speed 30 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 10 (+0) | 18 (+4) | 3 (−4) | 10 (+0) | 6 (−2) |
Saving Throws Con +8, Wis +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 10
Languages understands Draconic but can’t speak
Challenge 7 (2,900 XP)
Constructed Flesh. The golem doesn’t need air, food, drink, or sleep.
Regeneration. At the start of its turn, it regains 10 HP. If it takes radiant damage, this trait doesn’t function at the start of its next turn.
Actions
Multiattack. The golem makes two Claw attacks, or one Claw and one Tentacle Tongue.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage, and the target is grappled (escape DC 15).
Tentacle Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6+5) bludgeoning damage, and the target is grappled (escape DC 15). While grappled, the creature is restrained and takes 7 (2d6) piercing damage at the start of each of the golem’s turns as bone-shards rake its flesh.
Breath of Screams (Recharge 5–6). The golem exhales a nightmarish chorus of tormented voices in a 30-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and become frightened for 1 minute. On a successful save, a creature takes half damage and isn’t frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.