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

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 27 (4d10 + 5) force damage.

Bonus Actions

Overclock (Recharge 5-6). The golem uses Dash.

Reactions

Protective Plating. When the golem is hit by an attack, it gains resistance to all damage until the beginning of its next turn. Then, the golem must make a DC 17 Constitution saving throw. On a failure, the protective plating is destroyed and this reaction no longer functions. If the golem is hit by a critical hit, the protective plating is also destroyed.

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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 8 -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

Bloodied Rage. When the golem's current hit points are below 90, then it may make an extra attack as part of its Multiattack.

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 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.

Bonus Actions

Action Surge (1/day). The golem takes another action this round. If it has any recharge abilities, it may roll to refresh these abilities.

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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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 8 -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 is Grappled (escape DC 19).

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

Bonus Actions

Overrun (1/day). Immediately after the golem hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

Reactions

Stoneskin (Recharge 5-6). The golem instantly hardens its exterior in response to being hit by an attack. The golem gains resistance to non-psychic damage until the end of its next turn.

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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 7 -2 -2
Cha 6 -2 -2

Skills Athletics +6

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

Senses Darkvision 120 ft., Passive Perception 8

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.

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.

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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 8 -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. The attack deals an additional 5 (2d4) cold damage if the target is at or below half-health.

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

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 15 Strength saving throw or be knocked Prone.

Reactions

Protective Plating. When the golem is hit by an attack, it gains resistance to all damage until the beginning of its next turn. Then, the golem must make a DC 15 Constitution saving throw. On a failure, the protective plating is destroyed and this reaction no longer functions. If the golem is hit by a critical hit, the protective plating is also destroyed.

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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 8 -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 Grappled (escape DC 15).

Bonus Actions

Overrun (1/day). Immediately after the golem hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.

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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