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Thrombus Golem - AI-generated fantasy Monster

Thrombus Golem

The Thrombus Golem is the crowning achievement of the Sanguine Accord. Unlike stone or iron golems, it uses the 'Living Currency' of the high-born to power its frame. By binding the construct to a noble's life force, the cult ensures that any attack on the golem causes agony to the heir, creating a moral quandary for would-be rescuers.

Large construct · Hard · Unique

Thrombus Golem

A massive blood-construct held together by ritual magic and rusted iron armor pieces, fueled by a psychic link to a noble captive.
AC17
HP136/136
CRHard
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 17 · HP 136 · Hard

Thrombus Golem

Large construct (sanguine accord), unaligned
Armor Class17 (Natural Armor and Iron Scraps)
Hit Points136 (16d10 + 48)
Speed
30 ft walking
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionStrength
SkillsAthleticsPerception
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Immunities
Poison,
Psychic
Weaknesses
None
Senses
Blindsight 60 ft (blind beyond this radius),
Passive Perception 13
Languages
Understands Common but cannot speak
ChallengeHard
Vital Resonance. The golem is magically bound to Elara. While within 60 feet of Elara, whenever the golem takes damage, Elara takes 1 point of psychic damage and must succeed on a Constitution saving throw or gain one level of exhaustion (max level 3 from this trait). If Elara dies, the golem loses its physical form and dies instantly.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Sanguine Aura. Creatures that have missing hit points within 10 feet of the golem have their movement speed halved as their blood thickens and resists movement.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two Sanguine Slam attacks.
Sanguine Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning damage. If the target is a creature, it must succeed on a Constitution saving throw or lose an additional 7 () necrotic damage as the golem siphons blood through the wound.
Hemorrhagic Pull (Recharge 5-6). The golem targets up to three creatures it can see within 30 feet that do not have all of their hit points. Each target must succeed on a Strength saving throw or be pulled 20 feet toward the golem and become restrained by tendrils of coagulated blood until the start of the golem's next turn.

Reactions

Clot Shield. When a creature the golem can see within 10 feet of it is attacked, the golem can throw a mass of its own body to interpose. The golem takes the damage instead, and the original target gains resistance to that damage instance.
Role
Boss Bodyguard
Built for
Level 6 to 8

Gear

  • Iron Bindings (Armor Component, 50 gp (as scrap))The rusted scraps of a noble's ancestral armor fused into the blood-slurry.

Notes for the game master

The Golem's Blindsight specifically detects the movement of blood and heat within living bodies.
Remember that the slowing effect only applies to wounded enemies.

Tactics

  1. Opening

    The golem starts the fight positioned between the party and Elara's ritual altar, using Hemorrhagic Pull immediately to drag melee fighters into its aura.

  2. Mid-fight

    It focuses attacks on 'bleeding' targets (anyone below max HP) to utilize its slow aura and bonus necrotic damage. It uses its reaction to protect Elara if the party tries to bypass it.

  3. End of the fight

    If the golem is low on health, it becomes more aggressive, moving into the center of the party to catch as many people as possible in its aura.

  4. Retreat

    The golem cannot retreat; it is a mindless guardian that fights until it or its life-anchor is destroyed.

How it fights

Prioritize targets that are already injured to trigger Sanguine Aura.
Use 10ft reach to hit characters before they enter their own melee range.
Stay within 10 feet of Elara to utilize Clot Shield.

Who it attacks first

The nearest threat to Elara.
Wounded melee combatants.
Casters attempting to use teleportation or displacement spells.

Works well with

Cultist Priests who can use 'Bane' to lower party saves against the golem's Pull.
Environmental hazards like 'Slicking Blood' on the floor that require Dex saves.

How to beat it

Lesser Restoration or magical healing that brings a player to full HP will negate the Golem's slow aura.
Adamantine weapons bypass its resistances.
Banishment (though difficult with Magic Resistance) can remove it temporarily to rescue the heir.

Ways to avoid a fight

Diplomacy with the cultist leader to release the anchor bond.
Theodore, a former cultist, can provide a ritual chant to dampen the Vital Resonance link.
Sneaking into the chamber to stabilize Elara before the golem notices.

Ecology

An eight foot tall, shifting mass of thick, clotted crimson essence. Pieces of mismatched plate armor and iron chains are suspended within the viscous liquid. It lacks a true face, featuring only a hollow helm that spills out a metallic-scented mist. The air around it reeks of copper and sea-salt.

Behavior

It moves with a heavy, wet squelch, relentlessly interposing itself between intruders and Elara, the ritual source. It does not speak, but emits a low, thrumming vibration that matches Elara's heartbeat.

How it lives

An artificial lifeform created by the Sanguine Accord using forbidden alchemy. It requires a living 'Heart-Key' (like the heir Elara) to maintain its structural cohesion and physical mass.

Lair

The Sanguine Sanctum, a chamber filled with stone troughs and occult sigils where blood flow is magically manipulated.

Habitat
Cultist ritual chambers, damp crypts, or noble estates turned into sacrificial dens.

Signs that it is near

Rhythmic thumping sounds like a heavy heartbeat
Copper-tasting air
Drying blood stains on the ceiling
Sudden drops in room temperature

Tags

Blood,
Grit,
Guardian,
Cursed

Lore

The Thrombus Golem is the crowning achievement of the Sanguine Accord. Unlike stone or iron golems, it uses the 'Living Currency' of the high-born to power its frame. By binding the construct to a noble's life force, the cult ensures that any attack on the golem causes agony to the heir, creating a moral quandary for would-be rescuers.

What drives it

To protect its life-anchor and annihilate any who disrupt the Sanguine Accord's ritual.

After the fight

Once the golem is defeated, the blood splatters across the room, leaving only the iron armor pieces and the unconscious Elara. The cultists of the Sanguine Accord will likely flee, but their 'blood-debt' to the Duke remains.

“Unlike stone or iron golems, it uses the 'Living Currency' of the high-born to power its frame.”
From its lore

Variants

Venomous Thrombus: Does poison damage instead of necrotic if the donors were assassins.
Colossal Thrombus: Huge size, CR 12, bound to an entire noble family.

Hooks

Plot hooks

The Duke's daughter, Elara, was taken by a group wearing red veils. Now, sightings of a 'shambling beast of iron and ichor' have been reported in the sewers.
A local alchemist needs a sample of 'bound coagulated essence' to cure a royal blood disease.

How to use it

The final guardian of a kidnapping plot.
A tragic boss fight where players must balance damaging the monster and keeping the hostage alive.

Treasure

Heart of the Accord: A ruby worth 1,000 gp found inside the golem's core after it dissolves.
Noble Crest: Elara's signet ring, recovered from the slag.

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