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

Skills Athletics +9

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.

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 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 pushed up to 10 feet horizontally.

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.

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 is Grappled (escape DC 17).

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.

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

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.

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

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 knocked Prone

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.

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 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.

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.

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

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.

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