Golem, War Machine

A tavern-sized, iron construct crushes everything in its path, sweeping away enemies and walls with one swipe of its mighty fist. The top of its head sports a catapult launching boulders.

War machine golems are 40-foot-high, self-piloting siege weapons powered by dwarven engineering and necromancy.

Fueled by Dead Dwarves. It takes a battalion of dwarf engineers a decade to manufacture a body for a golem war machine. Once the body is constructed, a circle of five necromancers summons the spirits of the dwarves’ ancestors. Infused with these spirits, the body comes to life. The construct is bound to a master by the circle of necromancers at the time of the spirit infusion, usually a dwarf general. If the golem loses its master, it follows its last order and then lies dormant until another circle of necromancers is assembled to cast a ritual to bind the construct to a new master.

Construct Nature. A golem doesn’t require air, food, drink, or sleep.

War Machine Golem

Gargantuan construct, unaligned
Armor Class 18 (natural armor)
Hit Points 232 (15d20 + 75)
Speed 40 ft.
26 (+8) 8 (-1) 21 (+5) 3 (-4) 10 (+0) 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Dwarvish but can’t speak
Challenge 18 (20,000 XP)

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.

Siege Monster. The golem deals double damage to objects and structures.


Multiattack. The golem makes two slam attacks and one catapult attack.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.

Catapult. The war machine golem hurls a boulder at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a target takes 16 (3d10) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn’t knocked prone.

Fire Breath (Recharge 5-6). The war machine golem breathes fire in a 60-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

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