Brass Golem
Large • Construct • Unaligned
Armor Class 18
Hit Points 157 (15d10 + 75)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 23 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) |
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands creator’s languages but can’t speak
CR 12 (XP 8,400; PB +4)

Immutable Form. The golem can't shape-shift.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects and spell attacks have disadvantage against it. If the golem takes acid damage, this trait doesn't function on the golem's next turn.
Magic-Absorbing Runes. When the golem succeeds on a saving throw against a spell, or a spell's attack roll misses it, it gains 1 charge. It can have up to 3 charges at maximum, which last until it expends them.
Unusual Nature. The golem doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The golem makes two Slam attacks.
Slam. Melee Weapon Attack: +10, reach 5 ft. Hit: 28 (4d10 + 6) bludgeoning damage. This attack deals an additional 14 (4d6) lightning damage while the golem has all three charges from its Magic-Absorbing Runes.
Lightning Bolt. Dexterity Saving Throw: DC 17, each creature in a 100-foot-long, 5-foot-wide line. Failure: 36 (8d8) lightning damage. Success: Half damage.
BONUS ACTIONS
Runic Power. The golem expends 1 charge from its Magic-Absorbing Runes trait to trigger one of the following effects:
- The golem takes the Dash action without provoking opportunity attacks.
- The golem casts the command spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17) with the command “Approach.” The target doesn’t need to speak the same language as the golem.
- The golem makes one Slam attack with disadvantage.
- When the golem is hit by a melee attack, the attacker takes 7 (2d6) lightning damage. The effect lasts until the start of the golem’s next turn.
Brass Golem
Large • Construct • Unaligned
Armor Class 17
Hit Points 104 (11d10 + 44)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 9 (-1) | 18 (+4) | 3 (-4) | 11 (+0) | 1 (-5) |
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands creator’s languages but can’t speak
CR 9 (XP 5,000; PB +4)

Immutable Form. The golem can't shape-shift.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects and spell attacks have disadvantage against it. If the golem takes acid damage, this trait doesn't function on the golem's next turn.
Magic-Absorbing Runes. When the golem succeeds on a saving throw against a spell, or a spell's attack roll misses it, it gains 1 charge. It can have up to 3 charges at maximum, which last until it expends them.
Unusual Nature. The golem doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The golem makes two Slam attacks.
Slam. Melee Weapon Attack: +9, reach 5 ft. Hit: 21 (3d10 + 5) bludgeoning damage. This attack deals an additional 10 (3d6) lightning damage while the golem has all three charges from its Magic-Absorbing Runes.
Lightning Bolt. Dexterity Saving Throw: DC 15, each creature in a 100-foot-long, 5-foot-wide line. Failure: 28 (6d8) lightning damage. Success: Half damage.
BONUS ACTIONS
Runic Power. The golem expends 1 charge from its Magic-Absorbing Runes trait to trigger one of the following effects:
- The golem takes the Dash action without provoking opportunity attacks.
- The golem casts the command spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 15) with the command “Approach.” The target doesn’t need to speak the same language as the golem.
- The golem makes one Slam attack with disadvantage.
- When the golem is hit by a melee attack, the attacker takes 3 (1d6) lightning damage. The effect lasts until the start of the golem’s next turn.
Brass Golem
Large • Construct • Unaligned
Armor Class 19
Hit Points 195 (17d10 + 102)
Speed 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 9 (-1) | 22 (+6) | 3 (-4) | 11 (+0) | 1 (-5) |
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands creator’s languages but can’t speak
CR 15 (XP 13,000; PB +5)

Immutable Form. The golem can't shape-shift.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects and spell attacks have disadvantage against it. If the golem takes acid damage, this trait doesn't function on the golem's next turn.
Magic-Absorbing Runes. When the golem succeeds on a saving throw against a spell, or a spell's attack roll misses it, it gains 1 charge. It can have up to 3 charges at maximum, which last until it expends them.
Unusual Nature. The golem doesn't require air, food, drink, or sleep.
ACTIONS
Multiattack. The golem makes two Slam attacks.
Slam. Melee Weapon Attack: +12, reach 5 ft. Hit: 38 (5d12 + 7) bludgeoning damage. This attack deals an additional 18 (4d8) lightning damage while the golem has all three charges from its Magic-Absorbing Runes.
Lightning Bolt. Dexterity Saving Throw: DC 19, each creature in a 100-foot-long, 5-foot-wide line. Failure: 49 (9d10) lightning damage. Success: Half damage.
BONUS ACTIONS
Runic Power. The golem expends 1 charge from its Magic-Absorbing Runes trait to trigger one of the following effects:
- The golem takes the Dash action without provoking opportunity attacks.
- The golem casts the command spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 19) with the command “Approach.” The target doesn’t need to speak the same language as the golem.
- The golem makes one Slam attack with disadvantage.
- When the golem is hit by a melee attack, the attacker takes 10 (3d6) lightning damage. The effect lasts until the start of the golem’s 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.
