- Armor Class
- 20 (natural armor)
- Hit Points
- 210 (20d10+100)
- Speed
- 30 ft.
- Challenge
- 16 (15,000 XP)
- Proficiency bonus
- +5
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) |
- Damage immunities
- fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- understands the languages of its creator but can't speak
Traits
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
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.
Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
An iron golem is worth 15,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many iron golems fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 4 other challenge 16 monsters in the SRD 5.1, the iron golem has more hit points than 2 of them, which makes it tougher than most at its CR. See every CR 16 monster.
Iron Golem 2024 stat block
The 2024 Monster Manual revised the iron golem, and the SRD 5.2 carries the new stat block. What changed:
- Hit points: 210 → 252.
- New in its stat block: Bladed Arm and Fiery Bolt.
- Gone from it: Magic Weapons, Slam and Sword.
- Armor Class
- 20
- Hit Points
- 252 (24d10 + 120)
- Speed
- 30 ft.
- Challenge
- 16 (15,000 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) |
- Damage immunities
- fire, poison, psychic
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- Understands Common plus two other languages but can’t speak
Traits
Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.
Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage.
Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage.
Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage.