Golem, Copper

Family: Golems

Medium construct, neutral

Armor Class 21 (natural armor)
Hit Points 39 (6d8+12)
Speed 20 ft.

19 (+4) 8 (-1) 15 (+2) 8 (-1) 10 (+0) 9 (-1)

Damage Immunities poison, bludgeoning, piercing, and slashing damage from non-magical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Understands the language of its owner
Challenge 7 (2,900 XP)


  • Magic Absorption. Any time the copper golem is affected by a magic effect with a damage type of Acid, Cold, fire, Force, Lightning, Psychic, Radiant, or Thunder it immediately absorbs that spell, nullifying all effects of the spell. For every spell level absorbed, the golem adds one point to its absorption pool. If the golem absorbs a magic effect that does not have a level, roll damage normally and add one point to the absorption pool for every 10 points of damage absorbed.
  • Regeneration. At the beginning of its turn, the golem will automatically spend points from its absorption pool to heal the damage it has suffered. It restores 10 hit points of damage for each point spent from the absorption pool and automatically spends enough points until fully healed unless it runs out of points in the absorption pool. Further, any time the golem absorbs magic, it automatically uses its regeneration ability immediately up to the points absorbed.
  • Overload. If the golems absorption pool ever exceeds 15 points, the creature overloads and explodes. The explosion does (52)15d6 lightning damage to all creatures within 50 feet. Any creature affected can make a Dexterity save (DC 16) for half damage. The golem is completely destroyed by this.
  • Magic Immunity. The golem is immune to all magical damage that it does not absorb.
  • Indestructible. If the golem is reduced to 0hp and has no points in its absorption pool, it is not destroyed. It simply crumbles to the ground, completely inert. The only ways to permanently destroy a copper golem is to dispel the magic that animates it after rendering it inert (treat as a 9th level spell), melt the creature in a non-magical fire, or overload it.


  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage
  • Lightning Burst. Using its absorption pool, the golem can hurl a bolt of lightning. The bolt is 100 feet long and 5 feet wide and does 1d6 damage for each point in the absorption pool. Targets can make a Dexterity save (DC 15) for half damage. After using this ability, the absorption pool is reduced by 1d6 points.


The copper golem is generally squat and powerful, and most of the time, very much resembling a metallic statue of a dwarf, though other forms have been known to exist, in accordance to the whims of the creator.

Magical Battery. These unusual creations typically serve as a battery focus for magical energy. Created as vessels for the natural forces a wizard manipulates, these constructs have the ability to absorb a variety of energy and reprocess it into electrical power.

Simple Servants. Copper golems are semi-intelligent, able to understand simple commands, and have a limited ability to reason on their own. While even more uncommon than the copper golem itself, even small animal shapes are known to exist. Copper golems remain passive to their set duties unless a party is foolish enough to disrupt a set task. Then the relentless nature of this energy conduit. Their ability to absorb energy and transfer it into both a deadly energy burst and greater physical power makes these creations a fearsome guardian indeed.

Difficult Creation. The process to build a Copper golem is expensive (30,000gp at least) and requires the following: Sufficient copper to construct the basic shape, a complex mixture of m-state elements to enable high conductivity, an infusion of the creators own life force (for the semi-awareness) and a variation on the animate object spell. Copper golems are, as a matter of course, immune to a large array of energy effects, but they are still vulnerable to the attacks of the adventurer’s bane – the rust monster, and any effect that does not have an energy base.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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