Kryx RPGThemesMonsters

Clay Golem

Large construct
9 (5,000 XP)


Defense note natural armor
Damage immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned

Speed 6 m.
Senses darkvision 18 m.
Languages understands the languages of its creator but can’t speak

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains an amount of health equal to the acid damage dealt.

Berserk. Whenever the golem starts its turn with half its health or less, it goes berserker. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its health.

The golem’s creator, if within 18 meters of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Persuasion check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 health or less, the golem might go berserk again.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem’s weapon attacks are magical.

Maneuvers. The clay golem uses maneuvers (maneuver save DC 17). It has 25 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, glancing blow, hammer through, hammering blow, knockback, spring attack

2 stamina dice: tremoring strike


Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Fortitude saving throw or have its maximum health reduced by an amount equal to the damage taken. The target dies if this attack reduces its maximum health to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5–6). Until the end of its next turn, the golem’s speed is doubled, it magically gains a +2 bonus to its Defense, has advantage on Reflex saving throws, and can use its slam attack as a bonus action.