Mist Golem (5e Creature)

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Mist Golem[edit]

Large construct, unaligned


Armor Class 15 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 20 ft., fly 40 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 20 (+5) 7 (-2) 10 (+0) 4 (-3)

Skills Stealth +8
Proficiency Bonus +4
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, restrained
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)


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.

Misty Critical. When the golem scores a critical hit against a creature, the target becomes incorporeal for 1 minute. The incorporeal creature can move through other creatures and objects as if they were difficult terrain, but takes 5 (1d10) force damage if it ends its turn inside an object. The incorporeal creature can only affect creatures and objects also on the ethereal plane.
As an action, the incorporeal creature can make a DC 16 Charisma saving throw, ending the effect on itself upon a success.

Mist Form. The golem can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

ACTIONS

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.

Howl (Recharges after a Short or Long Rest). Each creature within 100 feet of the golem that is able to hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Shroud (Recharges after a Long Rest). The golem creates a thick cloud in a 15-feet radius around itself. The cloud spreads around corners, and that area is heavily obscured to creatures other than the golem. Wind disperses the cloud, which otherwise lasts for 1 minute. When a creature other than the golem enters the cloud for the first time on its turn or start its turn inside the cloud, that creature must succeed on a DC 16 Constitution saving throw or become incapacitated while it remains in the cloud. The effect varies depending on the whim of the golem and incapacitated creatures might be overcome with laughter, disorientated, confused, nauseated, or paralyzed.


Mist golems are creatures of fate, brought into being accidentally by misguided wizards who do not fully understand what they are doing. No one sets out to build a mist golem, but in a fool’s rush to complete the building of some other humanoid construct, tragic circumstance often takes a hand, and even the most dedicated of labors goes astray. Mist golems look very much like swirling wisps of vapor and billowing clouds of steam mystically constrained in the shape of a ten foot tall man or woman. They often resemble the man or woman responsible for creating them. When moving through areas of fog, they are all but invisible, although they may be plainly seen whenever they wish to be.

Wanderer of the Mists. Mist golems are not social creatures. At best, only a handful of them have ever been created, and most of these wander to endless expanses of Ravenloft’s vaporous clouds, avoiding all contact with the living. For the most part, they are encountered only when someone foolish seeks them out or attempts to control them. On rare occasions, however, they wander into a domain or one of the demiplane of dread’s islands, leaving a trail of destruction behind them until they are again consumed by the mists and vanish.

A Golem's Focus. The creation of any mist golem, accidental though it might be, also results in the manifestation of an unusual focus. No two of these objects are alike, yet all function in the same way. At the time of the monster’s animation, when the physical body that was to have housed it fades away, some nearby object acts as a lens through which the animating power of the mists is concentrated, focused, and transferred upon the creature. From the moment of its creation, this focus is the bane of the golem’s existence. Whoever holds the focus in his hand can command the golem to do for him no less than five tasks. So long as the golem’s master keeps the focus on his person (either in hand, worn as an amulet, or so forth), the golem can do him no harm and must obey his instructions to the letter. As is often the case, of course, the intent of the orders or their ramifications may be perverted dangerously. As a rule, the first order is carried out exactly as its master wishes, with each additional one being more and more twisted. With the completion of the fifth task, the focus is consumed by the mists. For its part, the golem becomes obsessed with the destruction of its former master.

Golems of Obsession. Unlike other golems, these mysterious constructs are not intentionally created. The first of them (and presumably all others since then) was manifested when an ancient sage attempted to animate a more traditional golem by tapping directly into the mists of Ravenloft. Aware that the land was held together by some mysterious dark power, but unable to fathom its true nature, the golem’s architect created a creature more powerful and deadly than anything he could have imagined. Invariably, A rogue mist golem hungers for destruction and death. First it longs to see the one who sought to control it torn apart and then it begins an endless rampage in which any who encounter the creature become fair game. From time to time, it must obey a master who holds the focus that empowers it, but these occasions are fleeting and always end with the death of its would-be master.

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