Stone Golem
Large Construct, unaligned
5,900 XP
Special Abilities
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: 19 (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.
Quick Reference
Running This Encounter
The Stone Golem is a slow but incredibly durable construct that serves as an excellent dungeon guardian or magical construct. Run it as a relentless force that methodically pursues enemies, using its immunity to magic and resistance to damage to wear down the party. Leverage its Slow ability to limit enemy mobility and prevent escape. Use the environment to funnel the party into melee range where the golem excels.
Combat Tactics
The Stone Golem attacks with its fists twice per turn, focusing on single targets to maximize damage output. It uses its Slow ability to restrict movement, preventing kiting and forcing prolonged engagement. The golem never retreats or uses tactics, simply advancing and attacking until destroyed or commanded to stop.
Environment & Setting
Stone Golems work best in dungeons, ancient tombs, or magical laboratories where they serve as constructed guardians. Enclosed spaces with multiple levels or obstacles enhance their lumbering nature and prevent the party from easily bypassing them.