Stone Golem 1
Stone Golem 1 — The Encounter
Slow Mountain Given a Fist and a Master's Word · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Stone Golem 1
The carvers call them the Patient Ones, for a stone golem will stand unmoving in a sealed vault for a century and rouse at the first foreign footfall as though no time has passed at all. Each is quarried whole, its body fitted from boulders and slabs bound by sigils chiseled into the marrow of the rock, then quickened by a binding-word spoken once and never again written down. It knows neither hunger nor fear nor mercy; it knows only the last command laid upon it, which it obeys until the rock that holds it is broken. The old grimoires warn that the binding-word is also the unmaking-word, and that a master foolish enough to speak it twice will find the mountain turning its slow, grinding fists upon him. Lacking a tongue, the golem cannot beg, bargain, or be reasoned with. It simply continues.
Run Stone Golem 1 in Sixty Seconds
- Hold its turn until it can charge. Grinding Momentum only triggers after 15 ft. of straight movement, so wait for a clustered target rather than slamming from a standstill.
- Open by knocking the front-liner prone, then use the once-a-turn follow-up Slam to hammer that same prone target before it can stand.
- Kill-priority is whoever is already down. The golem has no brain and no mercy: keep beating the prone or Slowed target instead of switching.
- Save Slow (Recharge 5-6) for two-or-more PCs within 10 ft., halving an entire pocket of the party at once.
- Three ways to run it: a dungeon guardian that wakes on intrusion, a brute on a leash beside a caster boss, or a slow-rolling siege piece in a lair packed with lesser constructs.
Stone Golem 1
Large construct, unaligned
CR 6 · 2,300 XP · GUIDELINEImmutable 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.
Grinding Momentum. The signature of the slow mountain. If the golem moves at least 15 ft. straight toward a creature before a Slam, that Slam deals an extra 9 (2d8) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone. Once a turn, after the golem hits a prone or stunned target with a Slam, it may make a second Slam against that target as part of the same action.
Actions
Multiattack. The golem makes two Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) bludgeoning damage.
Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 ft. of it. Each target must succeed on a DC 15 Wisdom saving throw or be affected as though by the slow spell for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on a success.
A humanoid mountain of jagged slate and fitted boulders, its boxy fists raised and a blunt, glowering face hewn into the granite of its skull. Loose rubble grinds and resettles in its joints with every ponderous step.
Stone Golem 1, Bound
Companion · acts on your initiative
Bound · GUIDELINESteadfast (signature). Stone Golem 1 can't be knocked prone, and has advantage on saves against being moved against its will or frightened.
Actions
Stone Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Reactions
Bulwark. When an ally within 5 ft. is hit by an attack, Stone Golem 1 interposes its bulk, granting that ally +2 AC against the triggering attack.
A smaller construct quarried from the same vein, set to guard rather than to conquer. It plants itself before those it is told to protect and does not move.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by stomping 15 ft. into the densest cluster so Grinding Momentum lands prone, then a second Slam on whoever fell. At low levels its sheer HP and immunities outlast a party's spells, so kill it with raw weapon damage and stay spread out. Pair it with a caster or beast-handler boss who uses the golem as an unkillable wall.
Lead with a 15-ft. charge into a clump, prone the front-liner, then Multiattack-Slam the same target down. Save Slow for a turn when two or more PCs bunch within 10 ft. Kill-priority is anyone the golem has prone; spread out and target it with fire/force since Magic Resistance blunts your control spells.
Field it with a lair or a pack of lesser constructs so it can grind the line while minions flank; it is a hammer, not a duelist, so give it a bigger threat to fight alongside. Open with Slow on a clustered group, then charge to knock prone and double-Slam. Don't run it solo against a Tier 3 party, who will simply out-act its single turn.
Put Stone Golem 1 on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Stone Golem 1?
Its home build is CR 6 (Tier 2, AC 16, 133 HP, +7 to hit, save DC 15). Scaled stat lines for Tiers 1 and 3 are in the tiers table, with traits and actions identical across all three.
Can Stone Golem 1 be a companion or ally?
Yes. Use the Pebble, Bound profile (AC 15, 80 HP) as a bound guardian construct that plants itself in front of allies and shields them with its Bulwark reaction rather than chasing kills.
Should the stone golem fight the party alone?
No. It is not solo_capable: with a single action and no legendary kit, a four-PC party will out-act it. Run it as an add-on beside a caster or beast-master boss, or amid a lair of lesser constructs where its grinding Slams anchor the line.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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