Golems

Clay Golem

Large construct, unaligned

Armor Class
14 (natural armor)
Hit Points
133 (14d10 + 56)
Speed
20 ft.
STR DEX CON INT WIS CHA
20 (+5) 9 (−1) 18 (+4) 3 (−4) 8 (−1) 1 (−5)
Damage Immunities
acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 9
Languages
understands the languages of its creator but can’t speak
Challenge
9 (5,000 XP)
Acid Absorption.

Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk.

Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form.

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

Magic Resistance.

The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The golem’s weapon attacks are magical.

Actions

Multiattack.

The golem makes two slam attacks.

Slam.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5–6).

Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Flesh Golem

Medium construct, neutral

Armor Class
9
Hit Points
93 (11d8 + 44)
Speed
30 ft.
STR DEX CON INT WIS CHA
19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3)
Damage Immunities
lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
understands the languages of its creator but can’t speak
Challenge
5 (1,800 XP)
Berserk.

Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire.

If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form.

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

Lightning Absorption.

Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance.

The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The golem’s weapon attacks are magical.

Actions

Multiattack.

The golem makes two slam attacks.

Slam.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Iron Golem

Large construct, unaligned

Armor Class
20 (natural armor)
Hit Points
210 (20d10 + 100)
Speed
30 ft.
STR DEX CON INT WIS CHA
24 (+7) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5)
Damage Immunities
fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
understands the languages of its creator but can’t speak
Challenge
16 (15,000 XP)
Fire Absorption.

Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form.

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

Magic Resistance.

The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The golem’s weapon attacks are magical.

Actions

Multiattack.

The golem makes two melee attacks.

Slam.

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Sword.

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Poison Breath (Recharge 6).

The golem exhales poisonous gas in a 15‐foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Stone Golem

Large construct, unaligned

Armor Class
17 (natural armor)
Hit Points
178 (17d10 + 85)
Speed
30 ft.
STR DEX CON INT WIS CHA
22 (+6) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5)
Damage Immunities
poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 120 ft., passive Perception 10
Languages
understands the languages of its creator but can’t speak
Challenge
10 (5,900 XP)
Immutable Form.

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

Magic Resistance.

The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The golem’s weapon attacks are magical.

Actions

Multiattack.

The golem makes two slam attacks.

Slam.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5–6).

The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.