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

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

Constructed Guardian. If the golem is within 10 feet of an objective (creature, location, or object) that it was designed to guard, it has advantage on attack rolls.

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 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 is pushed up to 10 feet horizontally.

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

Crush. The golem moves up to its speed in a straight line. While doing so, it can attempt to enter Large or smaller creatures' spaces. Right before the golem attempts to enter a creature's space, that creature makes a DC 17 Dexterity or Strength saving throw (the creature's choice). If the creature succeeds at a Strength saving throw, the golem's movement ends for the turn. If the creature succeeds at a Dexterity saving throw, the creature may use its reaction, if available, to move up to half its Speed without provoking opportunity attacks. The first time on the golem's turn that it enters a creature's space, that creature is knocked Prone and takes 49 (14d6) bludgeoning damage.

This monster has 14 unique powers and 54 possible variations. Generate your own.
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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

Skills Athletics +9

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.

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 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 must make a DC 17 Strength saving throw or be knocked Prone

Engulf in Slime. The golem moves up to its speed. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the golem enters a creature's space, the creature must make a DC 17 Dexterity saving throw. On a failure, the creature is Swallowed. A swallowed creature is Blinded, Restrained, and has total cover against attacks and effects from the outside. It takes 21 (6d6) ongoing acid damage at the start of each of its turns. If the swallowing creature takes 10 damage or more on a single turn from a creature inside it, it must make a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures which fall Prone in a space within 10 feet of it. If the swallowing creature dies, the swallowed creature is no longer restrained by it and can escape by using 15 feet of movement, exiting prone.

This monster has 13 unique powers and 45 possible variations. Generate your own.
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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

Constructed Guardian. If the golem is within 10 feet of an objective (creature, location, or object) that it was designed to guard, it has advantage on attack rolls.

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 or resistance, it is instead vulnerable to fire.

This monster has 14 unique powers and 48 possible variations. Generate your own.
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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

Skills Athletics +6

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

Bloodied Rage. When the golem's current hit points are below 65, then it may make an extra attack as part of its Multiattack.

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 12 Strength save or have their speed reduced to 0 until the end of their next turn.

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 Grappled (escape DC 14).

This monster has 12 unique powers and 36 possible variations. Generate your own.
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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

Skills Athletics +7

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.

Zone of Control. Any creature that attempts to Disengage from the golem must make a DC 13 Strength save or have their speed reduced to 0 until the end of their next turn.

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 is pushed up to 10 feet horizontally.

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

Icy Tomb (Recharge 5-6). The golem creates a 10-foot radius sphere of ice centered on a point within 60 feet. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 31 (9d6) cold damage and is Frozen (escape DC 15). On a successful save, it takes only half damage. 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.

This monster has 16 unique powers and 96 possible variations. Generate your own.
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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 must make a DC 15 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.

This monster has 14 unique powers and 28 possible variations. Generate your own.
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