Mithril Golem

Medium • Construct • Unaligned

Armor Class 22

Hit Points 304 (29d8 + 174)

Speed 50 ft.

Initiative +10 (20)

STRDEXCONINTWISCHA
25 (+7)18 (+4)22 (+6)5 (−3)12 (+1)1 (−5)

Saving Throws Dex +10

Skills Perception +7, Stealth +10

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses truesight 60 ft., passive Perception 17

Languages understands creator’s languages but can’t speak them

CR 19 (XP 22,000; PB +6)

A tall, gleaming construct of silvery metal and ornate engravings, radiating light from its core.

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

Lightweight Frame. The golem’s jumping distance is doubled and damage it takes from falling is halved. It can move along vertical surfaces and across liquids on its turn without falling during the movement.

Magic Absorption. The golem has advantage on saving throws against spells and other magical effects. When the golem succeeds on a saving throw against a spell, or a spell's attack roll misses it, except by using its Evade reaction, it gains 10 temporary hit points.

Unusual Nature. The golem doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The golem makes four Slam attacks or uses its Arcane Barrage twice.

Slam. Melee Weapon Attack: +13, reach 5 ft. Hit: 29 (5d8 + 7) bludgeoning damage.

Arcane Barrage. The golem casts magic missile (level 8), requiring no spell components and using Constitution as the spellcasting ability.

REACTIONS

Counter. Trigger: The golem is hit by a melee attack from a creature within 5 feet of it. Response - Dexterity Saving Throw: DC 20, the attacker. Failure: The attack misses.

Evade. Trigger: The golem is targeted by a ranged attack or a spell targeting an area. Response: The golem moves up to half its speed, thus making a ranged attack miss or possibly moving outside the area of the spell.

Mithril Golem

Medium • Construct • Unaligned

Armor Class 21

Hit Points 266 (28d8 + 140)

Speed 50 ft.

Initiative +8 (18)

STRDEXCONINTWISCHA
23 (+6)16 (+3)20 (+5)5 (−3)12 (+1)1 (−5)

Saving Throws Dex +8

Skills Perception +5, Stealth +8

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses truesight 60 ft., passive Perception 15

Languages understands creator’s languages but can’t speak them

CR 16 (XP 15,000; PB +5)

A tall, gleaming construct of silvery metal and ornate engravings, radiating light from its core.

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

Lightweight Frame. The golem’s jumping distance is doubled and damage it takes from falling is halved. It can move along vertical surfaces and across liquids on its turn without falling during the movement.

Magic Absorption. The golem has advantage on saving throws against spells and other magical effects. When the golem succeeds on a saving throw against a spell, or a spell's attack roll misses it, except by using its Evade reaction, it gains 10 temporary hit points.

Unusual Nature. The golem doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The golem makes four Slam attacks or uses its Arcane Barrage twice.

Slam. Melee Weapon Attack: +11, reach 5 ft. Hit: 24 (4d8 + 6) bludgeoning damage.

Arcane Barrage. The golem casts magic missile (level 7), requiring no spell components and using Constitution as the spellcasting ability.

REACTIONS

Counter. Trigger: The golem is hit by a melee attack from a creature within 5 feet of it. Response - Dexterity Saving Throw: DC 18, the attacker. Failure: The attack misses.

Evade. Trigger: The golem is targeted by a ranged attack or a spell targeting an area. Response: The golem moves up to half its speed, thus making a ranged attack miss or possibly moving outside the area of the spell.

Mithril Golem

Medium • Construct • Unaligned

Armor Class 23

Hit Points 379 (33d8 + 231)

Speed 50 ft.

Initiative +12 (22)

STRDEXCONINTWISCHA
27 (+8)20 (+5)24 (+7)5 (−3)12 (+1)1 (−5)

Saving Throws Dex +12

Skills Perception +9, Stealth +12

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses truesight 60 ft., passive Perception 19

Languages understands creator’s languages but can’t speak them

CR 22 (XP 41,000; PB +7)

A tall, gleaming construct of silvery metal and ornate engravings, radiating light from its core.

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

Lightweight Frame. The golem’s jumping distance is doubled and damage it takes from falling is halved. It can move along vertical surfaces and across liquids on its turn without falling during the movement.

Magic Absorption. The golem has advantage on saving throws against spells and other magical effects. When the golem succeeds on a saving throw against a spell, or a spell's attack roll misses it, except by using its Evade reaction, it gains 15 temporary hit points.

Unusual Nature. The golem doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The golem makes four Slam attacks or uses its Arcane Barrage twice.

Slam. Melee Weapon Attack: +15, reach 5 ft. Hit: 35 (5d10 + 8) bludgeoning damage.

Arcane Barrage. The golem casts magic missile (level 9), requiring no spell components and using Constitution as the spellcasting ability.

REACTIONS

Counter. Trigger: The golem is hit by a melee attack from a creature within 5 feet of it. Response - Dexterity Saving Throw: DC 22, the attacker. Failure: The attack misses.

Evade. Trigger: The golem is targeted by a ranged attack or a spell targeting an area. Response: The golem moves up to half its speed, thus making a ranged attack miss or possibly moving outside the area of the spell.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.