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Habitat: Any; Treasure: None

Stone golems take varied forms, such as weathered carvings of ancient deities, lifelike sculptures of heroes, or any other shape their makers imagine. No matter their design or the rock from which they’re crafted, these golems are strengthened by the magic that animates them, allowing them to follow their creators’ orders for centuries.

Stone golems are typically created to protect places of significance to a group, such as a monument to an important event, a leader’s tomb, or a faith’s sanctuary. Roll on or choose a result from the Stone Golem Orders table to inspire the commands a stone golem follows.

Stone Golem Orders
1d6 
The Stone Golem Follows Orders To ...
1
Allow only those wearing ritual garb to pass.
2
Cast Slow on and aid in apprehending anyone who touches a city’s prized relic.
3
Destroy a dam or bridge at the command of one bearing a ruler’s medallion of office.
4
Obey whoever places a missing crest in its chest, then deactivate for a year.
5
Reveal a hidden passage to those who recite a leader’s final words.
6
Watch for and do battle with the type of monster that slew the hero it resembles.

Exercise discernment when deciding the golem’s appearance, as your creation is likely to long outlive its model.
—Manual of Stone Golems

Traits

Immutable Form. The golem can’t shape-shift.

Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage.

Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage.

Bonus Actions

Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17).


Stone Golem

Large Construct, Unaligned
  • Armor Class 18
  • Hit Points 220 (21d10 + 105)
  • Speed 30 ft.
  • Initiative +3 (13)
STR
22 (6)
DEX
9 (-1)
CON
20 (5)
INT
3 (-4)
WIS
11 (0)
CHA
1 (-5)
  • Saving Throws Str +6, Dex -1, Con +5, Int -4, Wis +0, Cha -5
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 120 ft, passive Perception 10
  • Languages Understands Common plus two other languages but can't speak
  • Challenge 10 (5900 XP)
  • Habitat Any
  • Treasure None
  • Immutable Form. The golem can't shape-shift.
  • Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The golem makes two attacks, using Slam or Force Bolt in any combination.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d8 + 6) Bludgeoning damage plus (2d8)Force damage.
  • Force Bolt. Ranged Weapon Attack: +9 to hit, reach 120 ft., one target. Hit: (4d10) Force damage.
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