Free interactive D&D 5e SRD stat block

Iron Golem

Large Construct, CR 16, AC 20, 252 HP. Unaligned.

Large Construct, Unaligned

AC
20
Initiative
+9 (19)
HP
252 (24d10+120)
Speed
30 ft.
ScoreModSave
STR 24 +7 +7
DEX 9 -1 -1
CON 20 +5 +5
INT 3 -4 -4
WIS 11 +0 +0
CHA 1 -5 -5
Immunities
Fire, Poison, Psychic, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Darkvision 120 ft.; Passive Perception 10
Languages
Understands Common plus two other languages but can't speak
CR
16 (XP 15,000; PB +5)

Traits

Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.

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

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

Actions

Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.

Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8+7) Slashing damage plus 10 (3d6) Fire damage.

Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage.

Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage.

How to run Iron Golem

An iron golem is a CR 16 wall that walks. The encounter is not about damage spikes or clever positioning; it is about whether the party brought the right tools and whether they can survive while applying them. The party that arrives with a +3 adamantine maul has a fight. The party that arrives with a wand of fireballs has a problem.

Open with Fiery Bolt at 120 ft. range. 36 average Fire damage on a +10 attack against a single target shifts the encounter immediately, because the party's first instinct will be to close the distance, and closing means walking into Bladed Arm range with 10 ft. reach for two attacks averaging 30 each (20 slashing plus 10 fire). Save Poison Breath for the round the party clusters, ideally when at least three PCs are inside the 60 ft. cone. DC 18 Con and 55 average Poison is a near-kill on most casters even on a successful save.

Magic Resistance plus Immutable Form plus immunity to Fire, Poison, and Psychic means the encounter pre-screens spell choices. Polymorph fails. Hold Monster fails. Disintegrate at least lands a save with disadvantage. Banishment's not happening. The party caster has to switch to force, radiant, or thunder, and even then the golem rolls saves at advantage. Make sure the party knows what's not working by round two, because watching a wizard waste four turns on the wrong spell is not fun for anyone at the table.

The retreat trigger is whatever bound the golem in the first place. It does not flee, it does not parley, it does not stop. The fight ends when the golem hits 0 HP or when the party leaves the room. If the room has a door the party can close behind them, the golem will not pursue past whatever circle of command its creator set.

Telegraph the immunities. Smoke pours off the floor where the golem stands and never burns. A failed Fireball wreathes the iron in flame and the golem visibly grows brighter. Players who see the rules learn the rules.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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