Spell Scroll Golem

Medium • Construct • Unaligned

Armor Class 17

Hit Points 162 (25d8 + 50)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
8 (-1)17 (+3)15 (+2)19 (+4)16 (+3)1 (-5)

Damage Vulnerabilties fire

Damage Immunities poison, psychic; bludgeoning

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

Senses darkvision 120 ft., passive Perception 13

Languages understands the languages of its creator but can't speak

CR 13 (XP 10,000; PB +5)

A golem made out of swirling paper and scrolls assuming a humanoid shape.

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

Magical Mishap. If the golem takes at least 30 fire damage in a single round, it immediately uses its Scrollcasting action at a random target (including itself) or in a random direction, if the spell targets an area.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Slowfall. The golem doesn’t take damage from falling.

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

ACTIONS

Multiattack. The golem makes two Paper Storm or Spell Burn attacks. It can use its Scrollcasting before or after these attacks.

Paper Storm. Melee Weapon Attack: +8, range 15 ft. Hit: 23 (8d4 + 3) slashing damage, and the target has disadvantage on their next attack roll.

Spell Burn. Ranged Spell Attack: +9, range 120 ft. Hit: 27 (5d8 + 4) force damage.

Scrollcasting. The golem casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17). The golem randomly determines which spell to cast, but then decides targets logically according to the spell:

1/day: blight, chain lightning, dimension door, disintegrate, feeble mind, flame strike, flesh to stone, hold monster, ice storm, irresistible dance, mass suggestion, mislead, prismatic spray, reverse gravity

Spell Scroll Golem

Medium • Construct • Unaligned

Armor Class 16

Hit Points 115 (21d8 + 21)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
8 (-1)16 (+3)13 (+1)17 (+3)15 (+2)1 (-5)

Damage Vulnerabilties fire

Damage Immunities poison, psychic; bludgeoning

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

Senses darkvision 120 ft., passive Perception 12

Languages understands the languages of its creator but can't speak

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

A golem made out of swirling paper and scrolls assuming a humanoid shape.

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

Magical Mishap. If the golem takes at least 30 fire damage in a single round, it immediately uses its Scrollcasting action at a random target (including itself) or in a random direction, if the spell targets an area.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Slowfall. The golem doesn’t take damage from falling.

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

ACTIONS

Multiattack. The golem makes one Paper Storm or Spell Burn attacks. It can use its Scrollcasting before or after these attacks.

Paper Storm. Melee Weapon Attack: +7, range 15 ft. Hit: 18 (6d4 + 3) slashing damage, and the target has disadvantage on their next attack roll.

Spell Burn. Ranged Spell Attack: +7, range 120 ft. Hit: 21 (4d8 + 3) force damage.

Scrollcasting. The golem casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17). The golem randomly determines which spell to cast, but then decides targets logically according to the spell:

1/day: banishment, blight, contagion, dimension door, disintegrate, flame strike, hold monster, ice storm, irresistible dance, lightning bolt, mass suggestion, mislead, prismatic spray, reverse gravity

Spell Scroll Golem

Medium • Construct • Unaligned

Armor Class 18

Hit Points 195 (26d8 + 78)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
8 (-1)18 (+4)16 (+3)20 (+5)16 (+2)1 (-5)

Damage Vulnerabilties fire

Damage Immunities poison, psychic; bludgeoning

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

Senses darkvision 120 ft., passive Perception 13

Languages understands the languages of its creator but can't speak

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

A golem made out of swirling paper and scrolls assuming a humanoid shape.

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

Magical Mishap. If the golem takes at least 30 fire damage in a single round, it immediately uses its Scrollcasting action at a random target (including itself) or in a random direction, if the spell targets an area.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Slowfall. The golem doesn’t take damage from falling.

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

ACTIONS

Multiattack. The golem makes two Paper Storm or Spell Burn attacks. It can use its Scrollcasting before or after these attacks.

Paper Storm. Melee Weapon Attack: +9, range 15 ft. Hit: 29 (10d4 + 4) slashing damage, and the target has disadvantage on their next attack roll.

Spell Burn. Ranged Spell Attack: +10, range 120 ft. Hit: 32 (6d8 + 5) force damage.

Scrollcasting. The golem casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18). The golem randomly determines which spell to cast, but then decides targets logically according to the spell:

1/day: chain lightning, cone of cold, dimension door, disintegrate, feeble mind, flesh to stone, harm, hold monster, mass suggestion, mislead, prismatic spray, power word stun, reverse gravity, sunburst

QUICK REFERENCE

Habitat

    • Created by archmages, liches, and magical orders as guardians for forbidden archives or arcane vaults
    • Found in ruined wizard towers, major libraries, and planar repositories of knowledge
    • Holy sites as guardians of divine scriptures (but then only containing clerical spell scrolls)

Behavior

    • Mindless guardian that follows programmed instructions to defend locations and attack intruders; doesn’t pursue far beyond its designated area
    • Calm yet weirdly obsessive with taking good care of scrolls and books, as well that other treat them right

Information (Intelligence Check)

    • DC 14 Arcana: Recognize it as a magical construct woven from enchanted parchment, able to create a variety of different spells
    • DC 18 Investigation/Perception: Realize its weakness to fire damage, capable of unraveling its very form with some potentially very risky consequences
    • DC 18 Arcana/History: Known to be capable of powerful spells (up to level 7) that it chooses in a random manner, though

Combat

    • Prefers a medium to long range, far enough from harm but close enough to have enough targets to choose for spells
    • Uses Scrollcasting as often as possible: randomly choose a spell, then pick the most suitable targets in range for that spell
    • Uses Paper Storm only when pressed by melee fighters as kind of defensive measure

Loot Ideas

    • 1d3 unused spell scrolls
    • 1d6 damaged yet not destroyed spell scrolls, can be repaired for half their usual crafting cost or tried to be copied with disadvantage
    • Undamaged magical paper, which is used as a base for spell scrolls, reducing their crafting cost or time

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.