Coral Golem

Medium • Construct • Unaligned

Armor Class 15

Hit Points 82 (11d8 + 33)

Speed 30 ft., swim 30 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
17 (+3)9 (-1)16 (+3)3 (-4)10 (+0)1 (-5)

Damage Immunities poison, psychic

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

Senses darkvision 120 ft., passive Perception 10

Languages Understands Common and two others but can’t speak

CR 5 (XP 1,800; PB +3)

A hulking humanoid made of coral and stone with glowing blue lights and sea life growing on its body.

Hard and Brittle. The golem has a damage threshold of 10 against bludgeoning, piercing, or slashing damage. When the golem takes more than 10 damage of these types, Dexterity Saving Throw: DC 14, each creature in a 10-foot emanation. Failure: 5 (2d4) piercing damage.

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

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

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

ACTIONS

Multiattack. The golem makes two Slam attacks and one Water Bolt attack. If both Slam attacks hit a Large or smaller target, the target is grappled (escape DC 14), and the golem can use its Anchor Grip on it.

Slam. Melee Weapon Attack: +6, reach 5 ft. Hit: 12 (2d8 + 3) bludgeoning damage. While bloodied, this attack deals an additional 1d6 piercing damage.

Water Bolt. Ranged Weapon Attack: +6, range 60 ft. Hit: 10 (3d6) bludgeoning damage. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack.

Anchor Grip. Strength Saving Throw: DC 14, one creature grappled by the golem. Failure: The target becomes restrained (escape DC 14). While restrained this way, the target takes 25 (5d8 + 3) bludgeoning damage at the start of the golem's turns. Further, the golem can't use its Slam attack while restraining a creature like this. While bloodied, this ability deals an additional 1d6 piercing damage.

Coral Golem

Medium • Construct • Unaligned

Armor Class 14

Hit Points 45 (7d8 + 14)

Speed 30 ft., swim 30 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
15 (+2)9 (-1)14 (+2)3 (-4)10 (+0)1 (-5)

Damage Immunities poison, psychic

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

Senses darkvision 60 ft., passive Perception 10

Languages Understands Common and two others but can’t speak

CR 2 (XP 450; PB +2)

A hulking humanoid made of coral and stone with glowing blue lights and sea life growing on its body.

Hard and Brittle. The golem has a damage threshold of 5 against bludgeoning, piercing, or slashing damage. When the golem takes more than 5 damage of these types, Dexterity Saving Throw: DC 12, each creature in a 10-foot emanation. Failure: 2 (1d4) piercing damage.

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

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

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

ACTIONS

Multiattack. The golem makes two Slam attacks and one Water Bolt attack. If both Slam attacks hit a Large or smaller target, the target is grappled (escape DC 12), and the golem can use its Anchor Grip on it.

Slam. Melee Weapon Attack: +4, reach 5 ft. Hit: 6 (1d8 + 2) bludgeoning damage. While bloodied, this attack deals an additional 1d4 piercing damage.

Water Bolt. Ranged Weapon Attack: +4, range 30 ft. Hit: 7 (2d6) bludgeoning damage. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack.

Anchor Grip. Strength Saving Throw: DC 12, one creature grappled by the golem. Failure: The target becomes restrained (escape DC 12). While restrained this way, the target takes 15 (3d8 + 2) bludgeoning damage at the start of the golem's turns. Further, the golem can't use its Slam attack while restraining a creature like this. While bloodied, this ability deals an additional 1d4 piercing damage.

Coral Golem

Medium • Construct • Unaligned

Armor Class 16

Hit Points 119 (14d8 + 56)

Speed 30 ft., swim 30 ft.

Initiative -1 (9)

STRDEXCONINTWISCHA
19 (+4)9 (-1)18 (+4)3 (-4)10 (+0)1 (-5)

Damage Immunities poison, psychic

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

Senses darkvision 120 ft., passive Perception 10

Languages Understands Common and two others but can’t speak

CR 8 (XP 3,900, PB +3)

A hulking humanoid made of coral and stone with glowing blue lights and sea life growing on its body.

Hard and Brittle. The golem has a damage threshold of 10 against bludgeoning, piercing, or slashing damage. When the golem takes more than 10 damage of these types, Dexterity Saving Throw: DC 15, each creature in a 10-foot emanation. Failure: 7 (3d4) piercing damage.

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

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

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

ACTIONS

Multiattack. The golem makes two Slam attacks and one Water Bolt attack. If both Slam attacks hit a Large or smaller target, the target is grappled (escape DC 15), and the golem can use its Anchor Grip on it.

Slam. Melee Weapon Attack: +7, reach 5 ft. Hit: 17 (3d8 + 4) bludgeoning damage. While bloodied, this attack deals an additional 1d6 piercing damage.

Water Bolt. Ranged Weapon Attack: +7, range 60 ft. Hit: 14 (4d6) bludgeoning damage. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack.

Anchor Grip. Strength Saving Throw: DC 15, one creature grappled by the golem. Failure: The target becomes restrained (escape DC 15). While restrained this way, the target takes 31 (6d8 + 4) bludgeoning damage at the start of the golem's turns. Further, the golem can't use its Slam attack while restraining a creature like this. While bloodied, this ability deals an additional 1d6 piercing damage.

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.