Golem
We're still working on the lore for this creature, but the stats are ready to go!

Golem Statblocks
Stone Golem
Stone Golem
Summoned with Foe FoundryLarge 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. It may replace one attack with a use of its Spell Storing.
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 Grappled (escape DC 17).
Core Eruption. Ranged Spell Attack: +9 to hit, range 90ft., one target. Hit 21 (3d10 + 5) force damage.
Spell Storing. The golem stores a single spell of fourth level or lower. The golem may cast the spell using a spell save DC of 17. When the spell is cast or a new spell is stored, any previously stored spell is lost. Some example spells include Confusion, Fire Shield, or Greater Invisibility.
Clay Golem
Clay Golem
Summoned with Foe FoundryLarge 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 is Grappled (escape DC 17).
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.
Iron Golem
Iron Golem
Summoned with Foe FoundryLarge 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 |
Skills Athletics +11
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.
Zone of Control. Any creature that attempts to Disengage from the golem must make a DC 17 Strength save or have their speed reduced to 0 until the end of their next turn.
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 is Grappled (escape DC 19).
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.
Flesh Golem
Flesh Golem
Summoned with Foe FoundryLarge 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 Grappled (escape DC 14).
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
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.
Ice Golem
Ice Golem
Summoned with Foe FoundryLarge 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 13 Constitution save or be Frozen (escape DC 13). 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 13 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. A creature that is immune to being Restrained cannot be Frozen
Ice Shards. Ranged Spell Attack: +7 to hit, range 90ft., one target. Hit 17 (3d8 + 4) cold damage.
Flash Freeze Breath (Recharge 5-6). The golem breathes cold in a 30 ft cone. Each creature in the area must make a DC 15 Constitution save. On a failure, the creature takes 27 (5d10) cold damage or half as much on a success. Additionally, creatures that fail by 5 or more are 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.
Shield Guardian
Shield Guardian
Summoned with Foe FoundryLarge 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
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.