Monster - Snatcher Golem

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Snatcher Golem

Snatcher Golem

Large construct, unaligned


In the Dark of the Night
Armor Class 17 (natural armor) Despite its size, a snatcher golem is extremely quiet. This, in
Hit Points 161 (17d10 + 68) conjuncture with the constant darkness that surrounds it
Speed 30 ft. makes it nigh impossible to see come nightfall. Only once
crystals start to cover their skin will victims realize that it is
STR DEX CON INT WIS CHA
too late.
20 (+5) 9 (-1) 19 (+4) 3 (-4) 11 (+0) 1 (-5) Product of Evolution
Scholars believe that these golems are the results of Xorns
Saving Throws Con +8 that have wandered too long outside their original plane, and
Skills Athletics +9, Stealth +7 have devoured an enormous quantity of precious stones.
Damage Resistances psychic
Senses blindsight 20 ft., tremorsense 120 ft.,
Their body altered by their diet, they now cannot merge with
passive Perception 10 the earth, and instead of unearthing gems, turn other beings
Languages — into potential food.
Challenge 9 (5,000 XP)
Prison Guard
Immutable Form. The Snatcher Golem is immune to Some humans have managed to capture and control such
any spell or effect that would alter its form. golems, using their capability to transform humanoids into
Magic Resistance. The Snatcher Golem has gems to carry prisoners. No risk of riot during a transport if
advantage on saving throws against spells and other the containment is only made of statues. Some of the higher
magical effects. level criminals, which are deemed to dangerous to be left in a
cell, are instead turned into crystals, for sometimes centuries,
Magic Weapons. The Snatcher Golem's weapon
attacks are magical.
abandoned in forgotten dungeons.
Void Body. The Snatcher Golem's body absorbs all
light. Magical Darkness fills a 15-foot radius Sphere
centered on the Snatcher Golem. The darkness
spreads around corners. A creature with Darkvision
can't see through this darkness, and no light can
illuminate it. If the Snatcher Golem takes radiant
damage or falls unconscious, this trait is inactivated
until the start of its next turn.
Actions
Multiattack. The Snatcher Golem makes two melee
attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 18 (2d12 + 5) bludgeoning damage.
Crystallize (Recharge 5-6). The Snatcher Golem
stomps. All other creatures on the ground in a 30
feet radius centered on the Snatcher Golem must
succeed on a DC 16 Strength saving throw, or be
restrained for 1 minute by crystals sprouting from
the ground. At the end of its turn, a creature repeats
the save, escaping on a success. On a failure the
crystals engulf it further and the creature becomes
petrified until freed by the greater restoration spell
or other magic. The Snatcher Golem can free a
creature petrified by this ability as an action.

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