Golem - D&D 5e Monster

Golem (Stone)

Large construct, unaligned

Armor Class 17 (Natural Armor)
Hit Points 178 (17d10+85)
Speed 30 ft.


STR 22 (+6)
DEX 9 (-1)
CON 20 (+5)
INT 3 (-4)
WIS 11 (+0)
CHA 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: (3d8 + 6) bludgeoning damage.
  • Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 ft. 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.

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