Iron Golem for Dungeons and Dragons (DND)
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Description
Iron Golem
- Armor Class (AC): 20 (Natural Armor)
- Hit Points (HP): 210 (20d10 + 100)
- Speed: 30 feet
Statistics (Attribute Scores):
- Strength (STR): 24 (+7)
- Dexterity (DEX): 9 (-1)
- Constitution (CON): 20 (+5)
- Intelligence (INT): 3 (-4)
- Wisdom (WIS): 11 (+0)
- Charisma (CHA): 1 (-5)
Saving Throws:
- Constitution: +10
- Wisdom: +5
Damage Immunities: Fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks. Condition Immunities: Charmed, exhausted, frightened, paralyzed, petrified, poisoned. Senses: Darkvision 120 feet, passive Perception 10 Languages: Understands the languages of its creator but can't speak. Challenge Rating (CR): 16 (15,000 XP)
Special Abilities:
- Golem Animation (Golem Antimagic Susceptibility): If a *dispel magic* spell is cast on the golem, it has disadvantage on its saving throws for 1 round. If *repair magic* or *make whole* (construct healing or repair spells) is cast on it, the golem regains HP.
- Fist of Fury: If the iron golem attacks a target with a melee attack and rolls a natural 20 on the attack roll, the iron golem inflicts extra damage to that target equal to 2d6.
- Immutable Form: The golem is immune to any spell or effect that could alter its form.
- Aura of Poisonous Gas: At the start of the golem's turn, each creature within 10 feet of it takes 4d6 poison damage. A Large or smaller creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn.
- 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 attacks with its Slam.
- Slam: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
- Poison Breath (Recharge 5-6): The golem exhales a 15-foot cone of poisonous gas. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, and becoming poisoned for 1 minute. On a successful save, a creature takes half as much damage and doesn't become poisoned. A creature that is poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
This is a formidable enemy, ideal for a high-level encounter or as a guardian of a significant dungeon.
License
You shall not share, sub-license, sell, rent, host, transfer, or distribute in any way the digital or 3D printed versions of this object, nor any other derivative work of this object in its digital or physical format (including - but not limited to - remixes of this object, and hosting on other digital platforms). The objects may not be used without permission in any way whatsoever in which you charge money, or collect fees.










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