Nyraala Golem (5e Creature)

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Nyraala Golem[edit]

Large construct, neutral


Armor Class 14 (natural armor)
Hit Points 57 (6d10 + 24)
Speed 25 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Saving Throws Con +6, Int +0, Cha -1
Skills Arcana +0, Athletics +5, Medicine +2, Perception +2, Stealth +5
Proficiency Bonus +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands the languages of its creator but can't speak
Challenge 3 (700 XP)


Sunlight Weakness. While in sunlight, the golem has disadvantage on attack rolls, ability checks, and saving throws.

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.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

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.

ACTIONS

Multiattack. The golem makes two tentacles attacks.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13). The golem has two tentacles, each of which can grapple one target.

BONUS ACTIONS

Imbue Gore. The golem infuses its psychic presence into a humanoid corpse. The corpse becomes a homunculus with a movement speed of 0 that is immune to psychic damage for 1 hour. If the homunculus is targeted by any resurrection magic, such as revivify or resurrection, while under this effect, this effect ends and the corpse is resurrected as the creature it was.


Nyraala.png
[Source]

Designed as an alternative to brain golems in situations where an elder brain is either unwilling or unable to partition part of its brain, nyraala golems are humanoid corpses imbued with a large amount of illithid psionic energy, twisting the corpse into their own grotesque likeness. While not quite as costly as their template, they still require a great deal of effort and focus to create, which can typically only be accomplished by consuming a fungus native to the illithid pseudo-capitol of Oryndoll that grows in small amounts once every 10 years. Due to this, alongside only being as effective as a single good thrall, Oryndoll only had 196 nyraala golems, all of which were made by members of the Creative Creed as status symbols.

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