Witch-Doll Golem

Large construct, neutral

Armor Class

17 (natural armor)

Hit Points

94 (9d10 + 45)

Speed

30 ft.

STR

19 (+4)

DEX

14 (+2)

CON

21 (+5)

INT

7 (-2)

WIS

15 (+2)

CHA

11 (+0)

Damage Immunities

poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft., passive Perception 20

Skills

Investigation +2, Perception +10, Survival +10

Languages

understands the languages of its creator but can’t speak

Challenge

10 (5,900 XP)

Find Target. The witch-doll golem knows the location of a specific target creature, or one creature cursed by its witch-doll curse ability, as long as that creature is within 1,000 feet of it. If the creature is moving, it knows the direction of that creature’s movement. If the creature is beyond this distance, the witch-doll golem knows the direction that creature is in.

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 Weapon. The golem’s weapon attacks are magical.

Actions

Multiattack. The witch-doll golem makes up to two attacks with its slam or its needle attack.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.

Needle. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Witch-Doll Curse. The witch-doll golem chooses one creature it can see within 60 feet of it. The target must make a DC 17 Wisdom saving throw or be cursed. While cursed, the witch-doll golem deals an additional 13 (3d8) necrotic damage to the target when it hits with a weapon attack, and any damage the witch-doll golem takes from targets other than the cursed target is halved, and the cursed target takes the other half. The witch-doll golem can only have one active curse at a time.

The target remains cursed until the golem is destroyed or the target dies; magic such as remove curse can end the curse early.

large
construct
cr10
tome-of-horrors