Adamantine Golem

Medium • Construct • Unaligned

Armor Class 25

Hit Points 319 (22d8 + 220)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
26 (+8)14 (+2)30 (+10)8 (-1)14 (+2)1 (-5)

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities poison, psychic

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

Senses truesight 60 ft., passive Perception 12

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

CR 25 (XP 75,000; PB +8)

A colossal construct of dark metal and stone with intricate runes glowing across its frame.

Adamantine Body. Any critical hit against the golem becomes a normal hit.

Greater Magic Resistance. The golem automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.

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

Siege Monster. The golem deals double damage to objects and structures. Any hit scored against an object automatically becomes a critical hit.

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

ACTIONS

Multiattack. The golem makes two Claw attacks.

Claw. Melee Weapon Attack: +16, reach 5 ft. Hit: 36 (8d6 + 8) slashing damage. This attack ignores resistance to slashing damage and scores a critical hit on a 18 to 20 on d20.

LEGENDARY ACTIONS

Legendary Action Uses: 3. Immediately after another creature's turn, the golem can expend a use to take one of the following actions. The golem regains all expended uses at the start of each of its turns.

Attack. The golem makes a Claw attack.

Futility. Charisma Saving Throw: DC 26, one creature of the golem’s choice that can see it within 60 feet. Failure: On the target’s next turn, it spends its action doing nothing. Success or Effect Ends: The target becomes immune to this effect for 1 minute. Failure or Success: The golem can't take this action again until the start of its next turn.

Force Step. The golem teleports to a point it can see within 60 feet of it. Constitution Saving Throw: DC 26, each creature in a 5-foot emanation from the golem at the point it teleports to. Failure: 18 (4d8) force damage. Success: Half damage. Failure or Success: The golem can't take this action again until the start of its next turn.

Adamantine Golem

Medium • Construct • Unaligned

Armor Class 23

Hit Points 275 (19d8 + 190)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
24 (+7)14 (+2)28 (+9)8 (-1)14 (+2)1 (-5)

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities poison, psychic

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

Senses truesight 60 ft., passive Perception 12

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

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

A colossal construct of dark metal and stone with intricate runes glowing across its frame.

Adamantine Body. Any critical hit against the golem becomes a normal hit.

Greater Magic Resistance. The golem automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.

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

Siege Monster. The golem deals double damage to objects and structures. Any hit scored against an object automatically becomes a critical hit.

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

ACTIONS

Multiattack. The golem makes two Claw attacks.

Claw. Melee Weapon Attack: +14, reach 5 ft. Hit: 29 (4d10 + 7) slashing damage. This attack ignores resistance to slashing damage and scores a critical hit on a 19 to 20 on d20.

LEGENDARY ACTIONS

Legendary Action Uses: 3. Immediately after another creature's turn, the golem can expend a use to take one of the following actions. The golem regains all expended uses at the start of each of its turns.

Attack. The golem makes a Claw attack.

Futility. Charisma Saving Throw: DC 24, one creature of the golem’s choice that can see it within 30 feet. Failure: On the target’s next turn, it spends its action doing nothing. Success or Effect Ends: The target becomes immune to this effect for 1 minute. Failure or Success: The golem can't take this action again until the start of its next turn.

Force Step. The golem teleports to a point it can see within 60 feet of it. Constitution Saving Throw: DC 24, each creature in a 5-foot emanation from the golem at the point it teleports to. Failure: 13 (3d8) force damage. Success: Half damage. Failure or Success: The golem can't take this action again until the start of its next turn.

Adamantine Golem

Medium • Construct • Unaligned

Armor Class 27

Hit Points 420 (29d8 + 290)

Speed 10 ft., fly 40 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
28 (+9)14 (+2)30 (+10)8 (-1)14 (+2)1 (-5)

Damage Resistances bludgeoning, piercing, slashing

Damage Immunities poison, psychic

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

Senses truesight 120 ft., passive Perception 12

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

CR 29 (XP 135,000; PB +9)

A colossal construct of dark metal and stone with intricate runes glowing across its frame.

Adamantine Body. Any critical hit against the golem becomes a normal hit.

Greater Magic Resistance. The golem automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it.

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

Siege Monster. The golem deals double damage to objects and structures. Any hit scored against an object automatically becomes a critical hit.

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

ACTIONS

Multiattack. The golem makes two Claw attacks.

Claw. Melee Weapon Attack: +17, reach 5 ft. Hit: 54 (10d8 + 9) slashing damage. This attack ignores resistance to slashing damage and scores a critical hit on a 17 to 20 on d20.

LEGENDARY ACTIONS

Legendary Action Uses: 3. Immediately after another creature's turn, the golem can expend a use to take one of the following actions. The golem regains all expended uses at the start of each of its turns.

Attack. The golem makes a Claw attack.

Futility. Charisma Saving Throw: DC 27, one creature of the golem’s choice that can see it within 60 feet. Failure: On the target’s next turn, it spends its action doing nothing. Success or Effect Ends: The target becomes immune to this effect for 1 minute. Failure or Success: The golem can't take this action again until the start of its next turn.

Force Step. The golem teleports to a point it can see within 60 feet of it. Constitution Saving Throw: DC 27, each creature in a 5-foot emanation from the golem at the point it teleports to. Failure: 22 (5d8) force damage. Success: Half damage. Failure or Success: The golem can't take this action again until the start of its next turn.

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.