Golem, Armory

Family: Golems

Large construct, unaligned

Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft.

20 (+5) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 2 (-4)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 7 (2,900 XP)

Special Traits

  • Armory Exploit. The objects that make up the golem’s body can be removed or destroyed. With the exception of the slam attack, an attacker can choose to disable one of the armory golem’s attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem’s focus instead of disabling one of its attacks.
  • Focus Weakness. A creature grappling the armory golem can take its action to remove the golem’s focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments.
  • 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.
  • Construct Nature. A golem doesn’t require air, food, drink, or sleep.


  • Multiattack. The armory golem makes any two weapon attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
  • Polearm Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
  • Crossbow Barrage. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
  • Shield Wall (Recharge 4-6). The golem reconfigures its construction, moving shields and armor to encase its body. It regains 10 hp, and its AC increases by 2 until the end of its next turn.


A hulking construct of living weaponry shambles across the battlefield, punching a hole through the vanguard like a torrent of steel.

These animated piles of weapons and armor can shore up the defenses of a beleaguered line of troops or serve as the point of attack against entrenched enemies.

Wartime Wizard Ingenuity. Conjuration magic capable of raising the contents of an unattended weapons armory was born out of necessity during long sieges. War arcanists would find themselves defending locations that had exhausted their troops, leaving the arcanists with plenty of armaments and no one to wield them. Thus was born the armory golem.

Walking Weapons. Armory golems resemble a pile of discarded swords, shields, and spears in a vaguely-humanoid shape. Because they are literal moving armories, these golems have many weapons at their disposal. Soldiers have been known to resupply from an armory golem during battle.

Focus Weapon. The armory golem’s creation spell requires one weapon or piece of armor as the target of the magic. This item powers the rest of the golem and is located in the center of its body. Casters have conjured more powerful golems using enchanted weapons as the focus, and some have even created sentient armory golems by employing sentient magic items, though how the items feel about such employment varies.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

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