OK, I’m back. Let’s talk golems—living statues, animated through magic. (Specifically, according to legend, by hacking the divine power by which life was created; according to the Monster Manual, by summoning an animating spirit from the Elemental Plane of Earth.) Golems are fashioned to be servants, with great strength, limited intellect and no free will. A golem severed from the command of its creator may be either inert and harmless (if it could fulfill its last command) or dangerously berserk (if it couldn’t).
There are four types of golems in fifth-edition Dungeons and Dragons: clay, stone, iron and flesh. One of these things is not like the others. The flesh golem is, for all intents and purposes, Frankenstein’s monster, and of all the types of golems, it has the most unfit vessel for its life force and the most existential angst. The clay golem, on the other hand, is the direct conceptual descendant of the Golem of Prague, and the stone and iron golems are stronger variations on this theme.
All golems are straightforward brutes, with exceptional (and in most cases extraordinary) Strength and Constitution and below-average Dexterity. If anything, they’re even more brutish than the average brute, because of their immunities to normal weapons and to many debilitating conditions (they can be incapacitated, knocked prone, restrained or stunned, but not charmed, frightened, paralyzed, petrified or poisoned). Any variation in behavior is going to come from their special features, so I’m going to focus largely on these. Continue reading Golem Tactics