Cloth Golem (5e Creature)
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Large construct, unaligned
Damage Resistances fire
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.
Damage Transfer. While it is grappling a creature, the golem takes only half the damage dealt to it, and the creature grappled by the golem takes the other half.
False Appearance. While the golem is not moving, it appears to be a pile of cloth.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes two slam attacks. If both attacks hit a creature that is Medium or smaller, the creature is grappled (escape DC 14), and the golem uses its Smother on it.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Smother. The golem smothers a Medium or smaller creature grappled by it. The smothered target is restrained, blinded, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If the golem moves, the smothered target moves with it. The golem can have only one creature smothered at a time.
Cloth golems are golems made from cloth. They are identical to piles of cloth materials when inactive, but when they activate, magical runes sewn into the golem begin to glow. These runes protect the golem from fire, and are otherwise invisible, indistinguishable from the rest of the cloth.
Constructed Nature. A cloth golem doesn't require air, food, drink, or sleep.
Creating a Cloth Golem
|40 days||70,000 gp||Very rare|