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Aspergillum Golem




Teetering on two steel, skeletal legs, the aspergillum golem’s name originates with its equally thin arms. While exquisitely made, these articulated limbs end in bulbous extremities from which holy water constantly dribbles from dozens of small holes. Almost like torn muscles, reinforced hoses wrap about either arm and connect the spherical ‘hands’ to the golem’s literal metal barrel torso. The bands about the golem’s core are spiked and engraved with traditional prayers against the undead. Affixed to the top of this cask is an alchemically tempered specimen jar containing a pickled priest’s head, the spine of which dangles down into the stored holy water below.


Barrel of Blasphemy. If anyone ever believed that the ends justify the means, it’s La Contessa. Like any other undead hunter, the noblewoman knew well that holy water burned the undead, but oftentimes it just wasn’t utiizlied with enough volume to be particularly effective. It took her years to come up with a viable solution, and that only came after she realized how to animate corpses via alchemical processes. By that point, La Contessa wasn’t exactly mortal herself and thus she suffered not one tinge of moral regret the first time she dug up a priest’s grave and absconded with the body… nor does she now after repeating the acts a dozen times.


By just reanimating the head and attached spine of a dead priest and encircling it in a cask of enchanted steel based off of a decanter of water, she created an endless font of blessed liquid. Why this continues to function despite the profane method to create it is anyone’s guess. La Contessa chalks it up to the inevitable triumph of science over faith. Of course, this creation more than any other can align heroic adventurers against the vampire hunter. La Contessa doesn’t mind much. Most adventuring parties contain clerics after all, and their remains work just as well.


Aspergillum Golem

Large construct, neutral

Armor Class 12 (natural armor)

Hit Points 147 (14d10 + 70)

Speed 30ft

Str 18 Dex 12 Con 20 Int 3 Wis 8 Cha 1

Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone

Senses darkvision 60ft passive Perception 9

Languages -

Challenge 8 (3900 XP)

Immutable Form.

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

Cleansing Rain.

At the start of each of its turns, creatures within 5 ft of the golem are saturated with holy water and regain 1d6 hit points. If the creature is undead, however, it takes 1d6 radiant damage instead.


La Contessa and her alchemical undead count as normal creatures for this effect.

Berserk.

Whenever the golem starts its turn with 60 Hit Points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest undead creature it can see. If there are no undead creatures then it attacks the nearest creature it can see. If no creature is near enough to move to and Attack, the golem attacks an object, with a preference 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.

Magic Resistance.

The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The golem's weapon attacks are magical.

Sense Undead.

The golem automatically senses any undead creatures within 30ft, even if they are Invisible or otherwise hidden. This ability does not function if the undead creature is under the effects of Nondetection or a similar spell.

Actions

Multiattack.

The golem makes 2 slam attacks as one action..

Slam.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage. In addition, if the target is an undead creature, the creature must succeed on a DC 16 Dexterity save or take 10 (3d6) radiant damage or half as much damage on a successful save.

Holy Font (Recharge 5-6).

The golem produces 50 gallons of holy water that gushes forth in a geyser 30 feet long and 1 foot wide. All targets in the area of effect must succeed on a DC 16 Strength saving throw or take 13 (4d6) bludgeoning damage and fall prone. Undead creatures have disadvantage on this saving throw and on failure take an additional 13 (4d6) radiant damage.


Instead of a creature, it can target an object that isn't being worn or carried and that weighs no more than 500 pounds. The object is either knocked over or pushed up to 15 feet away from the golem.

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