Golem

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Golem

Golem Statblocks

Stone Golem

Stone Golem

Summoned with Foe Foundry

Large Construct (Golem)

AC 18 Initiative -1 (9)

HP 199 (21d10 + 84)

Speed 30 ft.

Mod Save
Str 20 +5 +5
Dex 8 -1 -1
Con 18 +4 +4
Mod Save
Int 3 -4 -4
Wis 9 -1 -1
Cha 1 -5 -5

Skills Athletics +9

Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft., Passive Perception 9

Languages Understands commands given in any language but can't speak

CR 10 (5,900 XP; PB +4)

Traits

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

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

Zone of Control. Any creature that attempts to Disengage from the golem must make a DC 15 Strength save or have their speed reduced to 0 until the end of their next turn.

Actions

Multiattack. The golem makes two Slam or Core Eruption attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 15 (3d6 + 5) bludgeoning damage and 10 (3d6) force damage. On a hit, the target must make a DC 17 Strength saving throw or be knocked Prone

Core Eruption. Ranged Spell Attack: +9 to hit, range 90ft., one target. Hit 21 (3d10 + 5) force damage.

Bonus Actions

Overclock (Recharge 5-6). The golem uses Dash and gains 25 temporary hit points.

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Clay Golem

Clay Golem

Summoned with Foe Foundry

Large Construct (Golem)

AC 17 Initiative -1 (9)

HP 180 (19d10 + 76)

Speed 30 ft.

Mod Save
Str 20 +5 +5
Dex 8 -1 -1
Con 18 +4 +4
Mod Save
Int 3 -4 -4
Wis 9 -1 -1
Cha 1 -5 -5

Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft., Passive Perception 9

Languages Understands commands given in any language but can't speak

CR 9 (5,000 XP; PB +4)

Traits

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

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

Actions

Multiattack. The golem makes two Dissolving Fist attacks.

Dissolving Fist. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 15 (3d6 + 5) bludgeoning damage and 10 (3d6) acid damage. On a hit, the target is Grappled (escape DC 17).

Reactions

Protection. When an ally within 5 feet is targeted by an attack or spell, the golem can make themselves the intended target of the attack or spell instead.

Split. Whenever the golem takes lightning or slashing damage and it is Medium or larger, it splits in two if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounding down. New oozes are one size smaller than the original ooze.

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Iron Golem

Iron Golem

Summoned with Foe Foundry

Large Construct (Golem)

AC 19 Initiative -1 (9)

HP 287 (25d10 + 150)

Speed 30 ft.

Mod Save
Str 23 +6 +6
Dex 8 -1 -1
Con 22 +6 +6
Mod Save
Int 3 -4 -4
Wis 9 -1 -1
Cha 1 -5 -5

Immunities Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft., Passive Perception 9

Languages Understands commands given in any language but can't speak

CR 16 (15,000 XP; PB +5)

Traits

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

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

Actions

Multiattack. The golem makes three Iron Fist or Fiery Beams attacks.

Iron Fist. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 20 (4d6 + 6) bludgeoning damage and 10 (3d6) fire damage. On a hit, the target gains Burning [11 (2d10) fire]. A burning creature suffers 11 (2d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.

Fiery Beams. Ranged Spell Attack: +11 to hit, range 90ft., one target. Hit 28 (4d10 + 6) fire damage.

Fire Breath (Recharge 5-6). The golem breathes fire in a 60 ft cone. Each creature in the area must make a DC 19 Dexterity save. On a failure, the creature takes 63 (14d8) fire damage or half as much on a success. Additionally, creatures that fail the save by 5 or more are Susceptible to Fire to their next source of fire damage in the next minute. A creature susceptible to fire ignores any immunity or resistance to fire that it may have. If it had no such immunity, it is instead vulnerable to fire.

Reactions

Spell Reflection. If the golem succeeds on a saving throw against a spell or if a spell attack misses it, then the golem can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell or attack targets the chosen creature instead.

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Flesh Golem

Flesh Golem

Summoned with Foe Foundry

Large Construct (Golem)

AC 9 Initiative -1 (9)

HP 127 (15d10 + 45)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 8 -1 -1
Con 16 +3 +3
Mod Save
Int 7 -2 -2
Wis 8 -1 -1
Cha 6 -2 -2

Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft., Passive Perception 9

Languages Understands commands given in any language but can't speak

CR 5 (1,800 XP; PB +2)

Traits

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

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

Actions

Multiattack. The golem makes two Mutilated Fist attacks.

Mutilated Fist. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage and 7 (2d6) lightning damage. On a hit, the target must make a DC 14 Strength saving throw or be knocked Prone

Bonus Actions

Charge (1/day). The golem uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 14 Strength saving throw or be knocked Prone.

Reactions

Protection. When an ally within 5 feet is targeted by an attack or spell, the golem can make themselves the intended target of the attack or spell instead.

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Ice Golem

Ice Golem

Summoned with Foe Foundry

Large Construct (Golem)

AC 16 Initiative -1 (9)

HP 161 (19d10 + 57)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 8 -1 -1
Con 16 +3 +3
Mod Save
Int 3 -4 -4
Wis 9 -1 -1
Cha 1 -5 -5

Immunities Cold, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft., Passive Perception 9

Languages Understands commands given in any language but can't speak

CR 7 (2,900 XP; PB +3)

Traits

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

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

Actions

Multiattack. The golem makes two Frozen Fist or Ice Shards attacks.

Frozen Fist. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage and 7 (2d6) cold damage. On a hit, the target must make a DC 15 Strength saving throw or be Grappled (escape DC 15).

Ice Shards. Ranged Spell Attack: +7 to hit, range 90ft., one target. Hit 17 (3d8 + 4) cold damage.

Blizzard (Recharge 5-6). The golem summons the heart of a howling blizzard at an unoccupied point it can see within 60 feet, creating a Heart of the Blizzard Token (AC/DC 12, 3 Charges). Howling wind and snow fills a 30-foot emanation from the token. Any creature that ends its turn in the area must make a DC 15 Constitution saving throw. On a failed save, it takes 21 (6d6) cold damage and is Frozen (escape DC 15). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 15 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.

Reactions

Spell Reflection. If the golem succeeds on a saving throw against a spell or if a spell attack misses it, then the golem can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell or attack targets the chosen creature instead.

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Shield Guardian

Shield Guardian

Summoned with Foe Foundry

Large Construct (Golem)

AC 16 Initiative -1 (9)

HP 161 (19d10 + 57)

Speed 30 ft.

Mod Save
Str 18 +4 +4
Dex 8 -1 -1
Con 16 +3 +3
Mod Save
Int 3 -4 -4
Wis 9 -1 -1
Cha 1 -5 -5

Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft., Passive Perception 9

Languages Understands commands given in any language but can't speak

CR 7 (2,900 XP; PB +3)

Traits

Bound Protector. The golem is magically bound to protect another friendly creature. If the golem is within 60 feet of its ward, then half of any damage the ward takes (rounded up) is transferred to the golem.

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

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

Actions

Multiattack. The golem makes two Protective Fist attacks.

Protective Fist. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage and 7 (2d6) force damage. On a hit, the target has disadvantage on its next attack roll until the end of its next turn.

Reactions

Spell Reflection. If the golem succeeds on a saving throw against a spell or if a spell attack misses it, then the golem can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell or attack targets the chosen creature instead.

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