Golem, Coral

Family: Golems

Large construct, unaligned

Armor Class 16 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 20 ft., swim 30 ft.

20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

Damage Immunities acid, cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can’t speak
Challenge 8 (3,900 XP)

Special Traits

  • Berserk. Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 50 hit points or fewer, the golem might go berserk again.
  • 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.


  • Multiattack. The golem makes three slam attacks.
  • Acid Spray. The coral golem projects a liquid spray of acid towards a single target. The targeted creature must make a DC 16 Dexterity saving throw or take 27 (6d8) acid damage.
  • Poison Cloud (underwater only). A toxic cloud emanates in all directions, filling a 10 ft.-radius from the golem’s position. The cloud spreads around corners, and its area is heavily obscured. The cloud follows the golem and disappears after 1 minute. Creatures that begin their turn in the area must make a DC 16 Constitution saving throw or take 18 (4d8) poison damage. Only coral golems can see through the cloud.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 3 (1d6) poison damage.


Golems are nearly unstoppable constructs with no ambition beyond following a simple set of orders from their creator.

Undersea wizards have been known to create coral golems as guardians to protect their domains. As the name indicates, coral golems are made from living material found in the coral forests that countless sea creatures call home. Coral golems can walk on land but are designed for underwater movement. The golem’s poison clouds are quite effective at killing unwanted visitors, or at least keeping attackers at bay.

Section 15: Copyright Notice

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