Howling Golem
When the wind blows in the right direction, travelers wandering the moors and fields near ancient ruins may hear a shrill wail drifting over the plains. These screams, howled in broken and fragmented voices, are the cries of golems powered by the souls lost in the wreck of the ruins.
Ill-Fated Treasure Hunt The fallen ruins of ancient and forgotten civilizations have always served as a tempting lure for money-hungry treasure hunters and brave archeologists. Inside these once-magnificent halls sit long-lost treasures, trinkets of the ancients that rival the most powerful artifacts of today.
But searching these crumbling structures can be exceedingly dangerous, filled with unseen traps and pitfalls, and serving as the home for any number of deadly monsters. Explorers that lose their lives to these threats do not always stay dead-instead, their souls may rise once more from the moss-covered stones of the ruins, living again as a howling golem.
Spirits of the Lost Wandering without purpose, a howling golem is a magical construct, fueled by the remnant souls of dead treasure seekers. When an adventurer dies inside of a magical ruin, and their body is never recovered, their soul may be barred from passing by the strong magical aura of the ruins around them. With nowhere else to go, it will slowly find its way in the floor and walls around them, imbuing them with a strangled fraction of the life they once had, and giving birth to a howling golem.
Lacking the intelligence they had before death, a howling golem knows only that it shouldn't exist, and because of this lashes out at anything it sees. Because the howling golem is already home to a soul, then over time, as other treasure-seekers suffer the same fate, their souls may also be drawn into the howling golem's body. There, each soul fights the other for control of a body that can never truly be its own, filling the golem with dozens of disparate voices. As time passes, it may eventually find its way out of the ruins where it had once died, and into the world at large, still intent on seeking something it will never find.
Howling Golem
When the wind blows in the right direction, travelers wandering the moors and fields near ancient ruins may hear a shrill wail drifting over the plains. These screams, howled in broken and fragmented voices, are the cries of golems powered by the souls lost in the wreck of the ruins.
Armor Class | 15 (natural) | ||
---|---|---|---|
Hit Points | 8d10+40 | ||
Speed | 30 ft. | ||
Strength | 19 (+4) | ||
Dexterity | 8 (-1) | ||
Constitution | 20 (+5) | ||
Intelligence | 2 (-4) | ||
Wisdom | 10 (+0) | ||
Charisma | 16 (+3) | ||
Damage Resistances | Bludgeoning | Piercing | Slashing from non-magical attacks |
Damage Immunities | Poison | Psychic | Thunder |
Condition Immunities | Charmed | Deafened | Exhaustion |
Frightened | Paralyzed | Petrified | Poisoned |
Senses | Passive Perception 10 | ||
Languages | --- | ||
Challenge | 5 (1800 XP) | ||
Special 1 | Death Throes | When the golem dies, it explodes, | and each creature within 30 feet of it must make |
a DC 16 Constitution saving throw, | taking 4d10 thunder damage on a failed save, | or half as much on a success | |
Special 2 | Eerie Howl | The golem is constantly babbling and screaming, | creating an unearthly cacophony. |
Any creature that starts its turn within 30 feet of the golem must make | a DC 16 Constitution saving throw. | Creatures that fail this saving throw have | a disadvantage on saving throws made to maintain |
concentration on spells and on all Intelligence, | Wisdom, and Charisma ability checks | ||
Action 1 | Multiattack | The golem makes two slam attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d8+4 bludgeoning damage | ||
Action 3 | Hollow Scream (Recharges 5-6) | The golem unleashes a piercing roar, | forcing each creature within 30 feet that can hear it to make |
a DC 16 Constitution saving throw, | taking 3d10 thunder damage on a failed save, | or half as much on a success. | Creatures that fail this saving throw are deafened |
and frightened for 1 minute. | An affected creature can repeat the saving throw | at the start of each of its turns, | ending the effect on itself on a success |
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