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.

Bonus Actions

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

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

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 pushed up to 10 feet horizontally.

Slime Spray (Recharge 6). The golem sprays slimy goo in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, the creature takes 40 (9d8) acid damage and is Grappled (escape DC 15). On a success, the creature takes half as much damage instead.

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 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

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 pushed up to 10 feet horizontally.

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

Nerve Gas Breath (Recharge 5-6). The golem breathes poison in a 60 ft cone. Each creature in the area must make a DC 19 Constitution save. On a failure, the creature takes 63 (14d8) poison damage or half as much on a success. Additionally, creatures that fail by 5 or more are Weakened for 1 minute (save ends at end of turn). A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.

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.

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 9 -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

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 Constitution saving throw or gain Bleeding [7 (2d6) piercing]. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.

Bonus Actions

Cleaving Blows (Recharge 4-6). Immediately after the the golem hits with a weapon attack, it may make the same attack against another target within its reach.

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

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

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 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.

Reactions

Icy Shield (2/day). When the golem is targeted by an attack, it surrounds itself with protective ice. It gains +5 to its AC until the start of its next turn. If the attack hits, the icy shield expodes, dealing 4 Cold damage to each other creature within 10 feet.

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

Skills Athletics +7

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.

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 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).

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