Golem, Rope

Family: Golems

Large construct, unaligned

Armor Class 14
Hit Points 123 (13d10 + 52)
Speed 30 ft.

19 (+4) 18 (+4) 18 (+4) 3 (-4) 10 (+0) 1 (-5)

Damage Vulnerabilities fire
Damage Resistances bludgeoning and piercing from nonmagical attacks that aren’t adamantine
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3


  • Constructed Nature. The golem doesn’t require air, food, drink, or sleep.
  • Grease Vulnerability. When the golem is included in the area of a grease spell, enters the area for the first time on its turn, or ends its turn in the area, any creature grappled by the golem can attempt to escape the grapple as a reaction, and the golem can’t grapple targets with its rope whip attack for the duration of the spell.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Impersonate Rope. Over the course of a minute, the golem can unspool itself and collapse prone in a heap. While unspooled, the golem is indistinguishable from a normal pile of rope and can’t move or take actions except to stand up, regaining its true 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.
  • Watery Regeneration. The golem regains 10 hit points at the start of its turn if it has at least 1 hit point and is submerged in water.


  • Multiattack. The golem makes two attacks: one with its slam and one with its rope whip. It can then use Toss Away.
  • Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
  • Rope Whip. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target can’t breathe or speak.
  • Toss Away. The golem tosses a creature it is grappling up to 20 feet away from it into an unoccupied space. The creature lands prone and takes 7 (2d6) bludgeoning damage.


  • Tangle Up. When a creature within 5 feet of the golem rolls a 1 on an attack roll against the golem, it becomes tangled in the golem’s ropy body and is grappled (escape DC 14).


Rope golems are made from hundreds of feet of knotted cotton, hemp, or silk rope twisted and coiled into a roughly humanoid shape. Spellcasting sailors or marina-frequenting wizards often create rope golems to guard their cargo holds, warehouses, and docks from pirates or thieves. As long as it remains still, a rope golem can easily pass for a mundane pile of ropes; the golem is typically instructed to wait in this guise until it can get the jump on intruders.

Even after it has pounced, a rope golem moves with eerie agility and deftness.

It can silently strangle multiple opponents to death, one by one, before a group of raiders has discovered the monster for what it is. Rope golems instructed to take a nonlethal approach can readily bind and gag multiple opponents, restraining them until the town guard arrives on the scene.


Rope golems can come in many different forms depending on their intended use and the materials used to construct them. Some might wield anchors, hooks, or fishing nets as weapons, while rope golems made from rare magical fibers can withstand brutal attacks and even fire.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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