Free interactive D&D 5e SRD stat block

Stone Golem

Large Construct, CR 10, AC 18, 220 HP. Unaligned.

Large Construct, Unaligned

AC
18
Initiative
+3 (13)
HP
220 (21d10+105)
Speed
30 ft.
ScoreModSave
STR 22 +6 +6
DEX 9 -1 -1
CON 20 +5 +5
INT 3 -4 -4
WIS 11 +0 +0
CHA 1 -5 -5
Immunities
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
10 (XP 5,900; PB +4)

Traits

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 Slam or Force Bolt in any combination.

Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8+6) Bludgeoning damage plus 9 (2d8) Force damage.

Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage.

Bonus Actions

Slow (Recharge 5-6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17).

How to run Stone Golem

A stone golem is a slow attrition fight with a big surprise. The party will look at AC 18, 220 HP, and 30 ft. of speed and assume they can kite it forever. They cannot. Force Bolt is a +9 ranged attack out to 120 ft. for 22 force damage on a hit, which means the party's archer is in range every round and the wizard cannot hide behind a low wall. The golem doesn't have to chase. It can stand in a doorway and pillar the back rank across the room.

Open with a Slow cast if it's available. Bonus action, DC 17 Constitution save (Recharge 5-6), and on a fail the targets in a 40-foot cube have their speed halved, can take only one action or bonus action per turn, lose reactions, and take a -2 to AC and Dex saves. That single bonus action ruins a martial-heavy party for several rounds. Follow with Multiattack: two attacks chosen from Slam (+10 to hit, 5 ft. reach, 15 bludgeoning plus 9 force) or Force Bolt (+9 to hit, 120 ft., 22 force). In melee with a fighter, two Slams is 48 average. With the wizard at 80 ft. and the cleric at 30 ft., one Force Bolt at each is 44 force damage and bypasses every common resistance.

Magic Resistance plus Damage Immunity to Poison and Psychic plus Condition Immunity to Charmed, Exhaustion, Frightened, Paralyzed, Petrified, and Poisoned shut down most caster control. Hold Monster, Banishment, and any poison spell are wasted. Dispel Magic does nothing. The party has to grind 220 HP down with damage. The golem does not retreat. It was given an order, it follows that order, and it stops only when the order is satisfied or when it is broken. Run it as a problem the party has to solve, not an enemy that hates them.

Have the golem speak only once in the encounter. A single Common phrase, the original command its creator gave it, repeated in a flat voice as it advances. The party will remember the line.

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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