Golem, Cast-Iron

Family: Golems

Gargantuan construct, unaligned

Armor Class 17 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 60 ft.

28 (+9) 8 (-1) 25 (+7) 1 (-5) 10 (+0) 1 (-5)

Saving Throws Str +16, Con +14
Damage Vulnerabilities piercing
Damage Immunities fire, poison, psychic; bludgeoning and slashing from nonmagical attacks
Damage Immunities exhaustion, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 120 ft., passive Perception 10
Challenge 22 (41,000 XP)


  • Constructed Nature. The golem doesn’t require air, food, drink, or sleep.
  • Siege Monster. The cast-iron golem deals double damage to objects and structures.
  • Towering Terror. Any enemy outside the cast-iron golem that starts its turn within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this cast-iron golem’s Towering Terror for the next 24 hours.
  • Unsteady. When the cast-iron golem has disadvantage on Strength and Dexterity saving throws made against effects that would force it prone.


  • Multiattack. The cast-iron golem makes one attack its slam and then uses Stomp.
  • Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage, and the cast-iron golem can push the target up to 20 feet away from it.
  • Stomp. The cast-iron golem stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 14 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the cast iron golem uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 24 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the cast-iron golem and is no longer restrained. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
  • Flaming Eyes (Recharge 6). Magical flames issue from the cast-iron golem toward up to two creatures the cast-iron golem can see within 90 feet of it. Each target must make a DC 14 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also magically catches fire for 1 minute. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one.


Cast-iron golems are as tall as a church and as heavy as iron, and each of their feet are as big as a barn.

Terror of the Valley. King Scowleyow put all his tinkers to work and built a great man out of cast-iron, with machinery inside of him. Cast-iron golems, when sufficiently wound, can roar, blast flames from their eyes, and gnash their teeth as march. One was sent to great effect to devastate Mo Valley, crushing trees and houses to the earth as it went.

Winding Road. Cast-iron golems require winding; the original took a hundred men a whole week to wind it. It is believed the Scowleyow golem was built based off the plans by the original Tinker & Smith, who created a similar cast-iron giant that guards the entrance to the Nome Kingdom.

Tripped up. Cast-iron golems are armed with massive hammers, but they have significant weaknesses. They are prone to being tripped due to their unsteady gait. Additionally, if prodded with a pointed weapon, it causes the cast-iron golem to change paths. In this fashion, cast iron golems have been turned on their creators.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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