Stone Golem

Monster Manual (2025) p. 301

Size
Large
Type
construct
Alignment
unaligned
AC
18
Initiative
4
Hit Points
220 (21d10+105)
Speed
walk 30 ft.
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
Lineage
Golem
Environment
any
STR
22
+6
DEX
9
−1
CON
20
+5
INT
3
−4
WIS
11
+0
CHA
1
−5

Traits

Proficiency Bonus

+4

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.

Slow (Recharge 5-6) (Bonus Action)

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

recharge

D5

Other data

description

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:

1d6The Stone Golem Follows Orders To...
1Allow only those wearing ritual garb to pass.
2Cast Slow on and aid in apprehending anyone who touches a city's prized relic.
3Destroy a dam or bridge at the command of one bearing a ruler's medallion of office.
4Obey whoever places a missing crest in its chest, then deactivate for a year.
5Reveal a hidden passage to those who recite a leader's final words.
6Watch for and do battle with the type of monster that slew the hero it resembles.