Spell Scroll Golem
Medium • Construct • Unaligned
Armor Class 17
Hit Points 162 (25d8 + 50)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

Spell Scroll Golem
Medium • Construct • Unaligned
Armor Class 16
Hit Points 115 (21d8 + 21)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

Spell Scroll Golem
Medium • Construct • Unaligned
Armor Class 18
Hit Points 195 (26d8 + 78)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
