The genesis of a flora golem begins with a humble piece of wood, typically harvested from a fallen log. Nature magic is used to coax forth the growth of plants and fungi upon this wooden core, intricately woven into the semblance of a humanoid form. This delicate nurturing process unfolds over a span of several months, though it can be hastened through the application of sustained magical attention. The culminating act in the golem’s inception involves a binding ritual. It requires the presence of a living creature, one endowed with eyes that becomes the key to the golem’s animation. Through a magical transference, the consciousness of this creature is tethered to its eyes, subsequently extracted and ensconced within the golem, bestowing it with the spark of life.
Flora golems find themselves most frequently in the employ of hags and malevolent druids, who harness their formidable guardianship for the protection of their domains. The eyes conscripted for their creation often belong to hapless victims. By means of fear and coercion, these sinister masters compel the golem to execute their will.
Flora Golem
Medium Construct, Unaligned
Armor Class 14
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | 19 (+4) | 3 (-4) | 10 (+0) | 5 (-3) |
Skills Perception +3, Stealth +3
Damage Vulnerabilities fire
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
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.
Plant Camouflage. The golem has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Rejuvenation. If the golem is reduced to 0 hit points, it regains all its hit points in 24 hours unless its eyes are destroyed.
Actions
Multiattack. The golem makes three Claw attacks. It can replace one attack with a use of Entangle.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target was dealt damage by another Claw attack this turn, it must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 1 minute if it is a creature. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Entangle (Recharge 5–6). Magical vines wrap around a creature the golem can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have the restrained condition for 1 minute. As an action, the target or a creature within 5 feet of it can make a DC 14 Strength check, freeing the target on a success.
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Further Reading
Need a wizard sentry instead? Take a look at the telepresence sentry.
A circle of death druid might employ flora golems.
Imagery created with Midjourney.
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