Golem, Doll Queen

Family: Golems

Small construct, lawful good

Armor Class 15 (natural armor)
Hit Points 28 (8d6)
Speed 30 ft.

9 (-1) 9 (-1) 10 (+0) 14 (+2) 18 (+4) 18 (+4)

Skills Arcana +4, History +4, Nature +4, Insight +6, Persuasion +6
Damage Immunities poison
Damage Vulnerabilities fire, thunder
Damage Immunities paralyzed, petrified, poisoned
Senses passive Perception 14
Languages Common
Challenge 1/4 (50 XP)


  • Constructed Nature. The golem doesn’t require air, food, drink, or sleep.
  • Mollify. The Doll Queen can force a humanoid within 30 feet to make a DC 10 Constitution saving throw if the Doll Queen isn’t incapacitated and can see the humanoid. If the saving throw fails by 5 or more, the humanoid is petrified (turned into an inanimate doll). Otherwise, a humanoid that fails the save begins to turn into a doll and is restrained. The restrained humanoid must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the humanoid is freed by the greater restoration spell or other magic.
  • False Appearance. While the doll remains motionless, it is indistinguishable from a normal doll.
  • Innate Spellcasting. The Doll Queen’s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring only her wand as a component:
  • Magic Resistance. The Doll Queen has advantage on saving throws against spells and other magical effects.


  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the Doll Queen can utter a special command or warning whenever a non-hostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Doll Queen. A creature can benefit from only one Leadership die at a time. This effect ends if the Doll Queen is incapacitated.
  • Wand. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage plus 14 (4d6) radiant damage.
  • Thistle (Recharges after a Short or Long Rest). When the Doll Queen waves her wand three times and blows her whistle, all dolls within 300 feet magically come to life. It takes three actions for the Doll Queen to de-animate these dolls by waving the wand overhead, which causes them to stop what they’re doing on the first round, return to their dwellings and their beds on the second round (or alternately, lay down on the ground), and on the third round de-animate.


These animated dolls come in a variety of types: bisque, porcelain, corncob, papier-mâché, rag, rubber, wax, and wood.

Doll golems are most prevalent in Merryland, ruled by Queen Dolly.

Queen Dolly is nearly as big as a small child and is exquisitely dressed in a gown of soft, fluffy white material, with many pink ribbons upon her shoulders and sleeves, and a broad sash around her waist. Her silken hair is long and of a golden color, while her eyes are blue, and have in their depths a sweet and gentle expression. As for her complexion, it is a dainty pink-and-white, delicately blended. Upon her head she wears a golden crown with seven points upon it, and each point is tipped with a gleaming jewel. Queen Dolly is more cognizant than the rest, no doubt due in part to the Thinking Machine. She resides with her doll citizens in the Valley of the Dolls.

The dolls are stuffed with sawdust and that’s what they eat.

The dolls are capable of being animated, but only at the Queen’s behest. When not entertained, the dolls become restless; like petulant children, and are prone to rebel.

Section 15: Copyright Notice

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

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