rpg—rules

monster

Stone Golem

Large Construct, Unaligned

Armor Class
18
Hit Points
220 (21d10 + 105)
Challenge rating
10
CHA
1 (-5)
CON
20 (+5)
DEX
9 (-1)
INT
3 (-4)
STR
22 (+6)
WIS
11 (+0)

Large Construct, Unaligned

AC 18 · Initiative +3 (13)

HP 220 (21d10 + 105)

Speed 30 ft.

Ability Score Mod Save
Str 22 +6 +6
Dex 9 −1 −1
Con 20 +5 +5
Int 3 −4 −4
Wis 11 +0 +0
Cha 1 −5 −5

Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 120 ft.; Passive Perception 10

Languages Understands Common plus two other languages but can’t speak

CR 10 (XP 5,900; PB +4)

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).

Source · SRD 5.2.1 · page 330