Golurk (5e Creature)
From D&D Wiki
Golurk[edit]
Large construct, lawful neutral Armor Class 17 (natural armor)
Saving Throws Str +9 Healing Machine. Golurk was made with special magic that allows it to be healed by magic that does not normally effect constructs, as such it can benefit from the following spells: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying. Iron Fist. Golurk deals an additional 3 damage on attacks made with its fists (included in attacks). Magic Seal. the Golurk possesses a seal on its chest with an armor class of 20 and 30 hit points. Reducing the seal to 0 hit points removes it, causing Golurk to go berserk. While berserk; Golurk is considered to be an Undead instead of a Construct. On each of its turns while berserk, the Golurk attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Golurk attacks an object, with preference for an object smaller than itself. Once the Golurk goes berserk, it continues to do so until the seal is placed on its chest and the mending spell is cast. No Guard (3/Day). When Golurk misses an attack, it may choose to turn the miss into a hit, at the cost of the next attack made against it hitting regardless of the roll. ACTIONSMultiattack. The Golurk makes two Shadow Punch attacks. Shadow Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage. Regardless if the attack hits or misses, the target takes an additional 5 (1d10) force damage. Dynamic Punch. Melee Weapon Attack: +9 to hit with disadvantage, reach 5 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. On a hit the creature can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 - Behavior 1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6 - The creature doesn't move or take actions this turn. 7-8 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 - The creature can act and move normally. At the end of each of its turns, an affected target can make a DC 17 Wisdom saving throw. If it succeeds, this effect ends for that target. Poltergeist (Recharge 5-6). Golurk targets an item that is being worn or carried by a creature within 60 feet of itself, causing it to swing around wildly. The creature wearing or carrying the item must make a DC 16 dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save or half as much on a successful one. Every additional time Golurk uses this ability against a creature, the damage is reduced by 10 (3d6), to a minimum of (1d6). Energy Cannon (1/Day). Golurk plants itself onto the ground and retracts its legs into its body as an action. In this form its movement speeds are 0, however it may end this at any time. As an action in this form it may blast energy from where its legs were, emitting spectral energy in a 90 foot long, 10 foot line beginning from itself. Each creature in this area must make a DC 16 dexterity saving throw taking 26 (4d12) force damage on a failed save or half as much on a successful one. Golurk can fire a energy in this way 3 times before needing to take a long rest to recharge.
|
|
Back to Main Page → 5e Homebrew → Creatures