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Monster Mix: turn the obliterator golem loose on your whole party

Monster Mix: turn the obliterator golem loose on your whole party

Intelligent alien creatures such as aboleths, as well as the occasional mad wizard or capricious deity, enjoy tinkering with creatures to make them more suited for their environments or just as a thought exercise. Then the PCs have to go out and fight things like owlbears or chimeras.

Doesn’t it make you want to get in on the action? Monster Mix crosses two monsters from the Tales of the Valiant Monster Vault to create new horrors that combine elements from the original creatures beyond just shuffling their component abilities.

Mix up more monsters from previous installments!

Like last time, this installment combines two classic constructs, golems and animated objects, in the forms of an iron golem and flying swords.

Obliterator Golem

Swords whirl about this metallic figure’s head. In one hand, it wields another sword, far more ornate than those spinning about it. Its other hand is a spiked gauntlet with four swords forming the spikes.

A Weapon with Weapons. Creators of obliterator golems combine iron golems with at least twenty flying swords. One of the swords has special significance to the creator, and that sword becomes the golem’s primary weapon. These golems receive a slight upgrade in intellect but not enough to invite them to fear anything or go on an uncontrolled rampage. The golems never take a defensive stance like their more generic counterparts, since they have considerable firepower.

Flurrying Swords. Obliterator golems command the swords dancing around them. They can command a sword to block an attack or gather up all their swords in a fusillade to devastate opponents. These swords create a liability for the golems, as the weapons are susceptible to antimagic and individual destruction. The golems can replenish their crown or swords by stripping iron from their own bodies.

OBLITERATOR GOLEM                               CR 18

Large Construct

Armor Class 19 (natural armor)
Hit Points 257
Speed 30 ft.
Perception 15                    Stealth 9
Immune fire| Golem Resilience
Senses darkvision 120 ft.
Languages understands the languages of its creator but can’t speak

STRDEXCONINTWISCHA
+13+3+5−3+0−4

Antimagic Susceptibility. The obliterator golem’s Crown of Swords is nonfunctional while in the area of an antimagic field. If targeted by dispel magic, the golem must succeed on a CON save against the caster’s spell save DC or its Crown of Swords becomes nonfunctional for 1 minute. Additionally, when the golem makes a Returning Sword attack in this state, the sword doesn’t return to it.

Construct Nature. The golem doesn’t require air, food, drink, or sleep.

Crown of Swords. A score of swords encircles the golem. A creature can target a sword with an attack against the golem’s AC. If the attack deals at least 11 damage, the sword is broken. After ten swords become broken, the golem’s Sword Burst inflicts half its damage when the golem uses it. After twenty swords become broken, the crown becomes nonfunctional. If the golem’s Crown of Swords is fully nonfunctional (through damage or antimagic), it can’t use its Sword Burst action, Sword Slice bonus action, or Parry reaction.

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains hit points equal to the fire damage dealt. If it is already at its hit point maximum, it can instead add half the fire damage dealt to its next attack, if it makes the attack before the end of its next turn.

Golem Resilience. The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Locked Swords. The golem has advantage on its STR saves against any attempt to disarm it.

Magic Resistance. The golem has advantage on saves against spells and other magical effects.

Magic Weapons. The golem’s attacks are magical.

ACTIONS

Multiattack. The obliterator golem makes three Longsword attacks and one Sword Gauntlet attack. The golem can replace one Longsword attack with a Returning Sword attack.

Longsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage.

Sword Gauntlet. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 34 (6d8 + 7) piercing damage. If the golem scores a critical hit, the target is impaled on a sword. While impaled, the target is restrained and takes 27 (6d8) piercing damage at the start of each of its turns, and the golem can’t use its Sword Gauntlet. The golem can shake an impaled target off as a bonus action.

Returning Sword. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 21 (4d8 + 3) slashing damage. The sword returns to the golem after it makes this attack.

Expel Poisonous Gas (Recharge 5–6). The golem vents poisonous gas from small holes across its body. Each creature within 15 feet of the golem must make a DC 19 CON save, taking 54 (12d8) poison damage on a failure, or half as much damage on a success.

Sword Burst (Recharge 5–6). The swords forming the golem’s crown streak forward in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 19 DEX save, taking 45 (10d8) slashing damage on a failure, or half as much damage on a success.

BONUS ACTIONS

Shed Iron. The golem takes 15 slashing damage and reduces its hit point maximum by 15 to produce a sword it can add to its Crown of Swords.

Sword Slice. The golem makes a Longsword attack against a target it can sense within 5 feet of it.

REACTIONS

Parry. The golem can add 2 to its AC against one melee attack that would hit it. To do so, the golem must see the attacker.

Shoulder Slam. If the golem is hit by a melee weapon attack from a creature within 5 feet of it, the golem can slam its shoulder into the attacker. The attacker must succeed on a DC 19 STR save or be pushed up to 10 feet away from the golem and knocked prone.


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about Mike Welham

Mike Welham started gaming some time in the Mesozoic Era and has played at least one game in each edition of D&D. He has been happily writing for Kobold Press for over ten years and is partially responsible for all the darn drakes flying around Midgard.

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