Gibbering Golem (5e Creature)

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Gibbering Golem[edit]

Huge aberration, neutral


Armor Class 9
Hit Points 115 (11d12 + 44)
Speed 15 ft.


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine attacks
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 5 (1,800 XP)


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.

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.

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.

Magic Weapons. The golem's weapon attacks are magical.

Gibbering. The golem babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the golem and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Cacophony of Voices. Whenever the golem is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the damage rolled.

ACTIONS

Multiattack. The golem makes two slam attacks and, if it can, uses its Blinding Spittle.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and the golem can't make bite attacks against other targets. If the target is killed by this damage, it is absorbed into the golem.

Blinding Spittle (Recharge 5-6). The golem spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the golem's next turn.


Well you see, when a flesh golem and a gibbering mouther love each other very much... oh gods, oh gods no...
—Excerpt from an unknown adventurer's journal

The gibbering golem is the unholy union of a gibbering mouther and a flesh golem. They tend to fight alone, as they have a tendency to absorb and consume any flesh nearby. They almost certainly come into being in places where profoundly dark, gruesome magical experiments have taken place or perhaps they are merely an evolved form of a standard gibbering mouther once it has gained enough biomass that it can more directly pursue it's prey.

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