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Golem, Mithral (Necromancer Games, Challenge 22)

Family: Golems

Large construct, unaligned

Armor Class 22 (natural armor)
Hit Points 315 (30d10 + 150)
Speed 30 ft.

26 (+8) 9 (–1) 20 (+5) 3 (–4) 10 (+0) 1 (–5)

Damage Resistances fire, lightning, radiant
Damage Immunities force, poison, psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks that are not adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 120 ft., passive Perception 10
Languages understands the language of its creator but can’t speak
Challenge 22 (41,000 XP)


  • Force Absorption. When the mithral golem is subjected to force damage, it takes no damage but instead regains a number of hit points equal to the force damage dealt.
  • Immutable Form. The mithral golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The mithral golem has advantage on saving throws to resist spells or magical effects.
  • Magic Weapons. The mithral golem’s weapon attacks are magical.
  • Reflection. When the mithral golem suffers fire, lightning, or radiant damage, half of the damage it receives is reflected back at the source of the damage. If the source of the damage succeeds at a DC 19 Dexterity save, it may halve the damage reflected back at it. Furthermore, when the mithral golem suffers fire, lightning, or radiant damage, it immediately recharges its Breath of Light and Pain. It may then use its reaction to use it.
  • Gaze attacks that target the mithral golem, or that the mithral golem might be subject to, react as if the gaze attack was made at a mirror.


  • Multiattack. The mithral golem makes two Fist attacks.
  • Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
  • Breath of Light and Pain (recharge 5–6). The mithral golem breathes a cone of energy 25 feet long that originates from its head. This energy may be fire, lightning, or radiant. All creatures caught within the cone must make a DC 19 Dexterity save, taking 44 (8d10) damage of that type, or half as much with a successful save.


Mithral golems are exceedingly rare. Few worlds have enough mithral in their crusts to make a single mithral golem, much less two. The wizards who create these mindless automatons tend to be planes jumpers of the highest order. Usually, they are commanded to serve as bodyguards or as one-golem armies; rarely are they left to their own devices. When a mithral golem is found, only the foolish see that towering figure as an empire’s ransom worth of mithril. Good luck cashing in on that jackpot.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games