Descent into Avernus

(Nancy Kaufman) #1

FIENDISH FLESH GoLEM


A fiendish flesh golem is a particularly big flesh go-


lem made of stitched-together body parts from devils,


demons, yugoloths, and other fiends. As these parts can


come from different creatures and be combined in differ-


ent ways, no two fiendish flesh golems look exactly alike.


Night hags guard the secret to making such golems,


rarely sharing it with anyone else.


Some fiendish flesh golems have wings. However, the


magic used to create these golems allows them to fly


and hover even without wings.


FIENDISH FLESH GOLEM
Large construct, unaligned

Armor Class 12 (natural armor)
Hit Points 210 (20dl 0 + 100)
Speed 30 ft., fly 30 ft. (hover)

STR
20 (+5)

DEX
9 (-1)

CON
20 (+5)

Damage Resistances cold, fire

INT
7 (-2)

WIS
10 (+O)

CHA
5 (-3)

Damage Immunities lightning, poison; bludgeoning, piercing,
and slashing from nonmagical attacks that aren't adamantine
or silvered
Condit ion Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Sens e s darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't
speak
Challenge 8 (3,900 XP)

Berserk. Whenever the golem starts its turn wit h 100 hit points
or fewer, roll a d6. O n a 6, the golem goes berserk. On each of
its turns while be rserk, the golem attacks t h e nearest c reature
it can see. If no c reature is near enough to move to and attack,
the golem attacks an object, with p reference 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. If the
golem's creator is within 60 feet of the berserk golem, the
creator can t ry to calm it by speaking firmly and persuasively.
The golem must be able to hear its cre ator, who must t ake an
actio n to make a DC 15 Charisma (Persuasion) c hec k. If the
check succeed s, t he golem ceases be ing berserk. I fit ta kes
damage while s till at 100 hit points or fewer, the golem m ight
go berserk again.

Immutable Form. The golem is immune to any spell or effect
that wo uld alter it s fo rm.

Lightning Absorption. Whenever the golem is subjected to
lightning damage, it takes no damage and instead regains a
number of h it points equal to the lightning damage dealt.

Magic Resistance. The golem has advantage on saving t hrows
against spells and othe r magical effec ts.
Magic Weapons. The golem's weapon attacks are magical.

ACTIONS
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to h it, reach 5 ft., one target.
Hit: 16 (2dl0 + 5) bludgeoning damage.

APP.£NDlX D I CRE.ATUR.ES


HELLWASP
Large fiend, lawful evil

Armor Class 19 (natural armor)
Hit Points 52 (8dl0 + 8)
Speed l 0 ft., fly 60 ft. (hover)

STR
18 (+4)

DEX
15 (+2)

CON
12 (+l)

Saving Throws Dex +5, Wis +3
Damage Vulnerabilities cold
Da mage Immunities fire

INT
10 (+O)

WIS
10 (+O)

Senses darkvision 60 ft., passive Perception 10
Languages Infernal, telepathy 300 ft. (with other
hellwasps only)
Challenge 5 (l ,800 XP)

CHA
7 (-2)

Magic Weapons. The hellwasp's weapon attacks are magical.

ACTION S
Multiattack. The hellwasp makes two attacks: one with its
sting and one with its sword talons.

Sting. Melee Weapon Attack: +7 to hit, reach S ft., one creature.
Hit: 8 (ld8 + 4) piercing damage p lus 7 (2d6) fire damage, and
the target must succeed on a DC 12 Constitution saving throw
or be poisoned for l minute. While poisoned in this way, the
target is a lso paralyzed. The target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on
a success.
Sword Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Free download pdf