Stone Golem 2
Stone Golem 2 — The Encounter
A mountain given fists, woken by a word and a will · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Stone Golem 2
It is written that the old enchanters did not carve their guardians but coaxed them: they spoke a binding word over a heap of mountain-stone until the rubble stood, gathered itself, and remembered nothing but the command. So rose this one. It does not breathe, does not tire, does not fear; it simply walks toward what it was told to crush, and the floor cracks where it passes. Spells slide off its surface like rain off granite, for the rock will not be reshaped by any will but its maker's. When struck, it sheds splinters that it later gathers again, and when those splinters are hurled they strike like a slung boulder. Those who study such constructs warn that its slowness is a lie — a stone golem that gets moving carries the weight of an avalanche, and the body it bowls over rarely rises. Bind it well, the grimoires caution, or be the first thing it forgets to spare.
Run Stone Golem 2 in Sixty Seconds
- Slow but inevitable Speed is only 30 ft. — but every turn it should move 15+ ft. straight at a target to arm Grinding Momentum, turning the next slam into a prone-and-pound.
- Kill-priority It has no ranged reliability except Hurled Stone (recharge), so plant it on the party's frontline blocker or, better, shove past to the casters and bowl them prone.
- When bloodied Nothing changes — that's the menace. No morale, no fear, no retreat. It keeps walking and slamming until 0 HP; lean on that relentlessness narratively.
- Three ways to run it As a hall-blocking wall (stand and slam), as a charging ram (move-15-then-smash every round), or as an artillery piece lobbing chunks of itself with Hurled Stone.
- Remember the immunities Magic Resistance + Immutable Form means polymorph, banishment, and most save-or-suck spells are dead weight — tell players early so they pivot to raw damage.
Stone Golem 2
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. Signature. Once the golem moves at least 15 feet straight toward a target on its turn, its next melee hit before the end of that turn deals an extra 9 (2d8) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone as the boulder-mass bowls it over.
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.
Hurled Stone (Recharge 5-6). The golem tears free a chunk of its own body and throws it. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 19 (3d10 + 3) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away.
A Large humanoid heaped together from jagged scree and river-boulders, its blunt face split by a stone-toothed snarl, one fist raised overhead like a falling cliff. No weapon, no armor — the body is the weapon.
Stone Golem 2, Bound
Companion · acts on your initiative
Bound · GUIDELINEBulwark (signature). While Stone Golem 2 is within 5 feet of a downed ally, that ally has advantage on death saving throws and Stone Golem 2's space is difficult terrain for enemies.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.
Reactions
Standing Wall. When an ally within 5 feet is hit by an attack, Stone Golem 2 interposes its bulk, reducing the damage by 10 (3d6).
A smaller boulder-construct bound to a single keeper's command, it plants itself like a menhir and refuses to be moved.
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 trudging straight at the squishiest target so Grinding Momentum knocks it prone, then slam the prone caster while allies pour in. If clustered, save Hurled Stone for two targets in a line to push and scatter them. Pair it with a goblin or cultist boss; this is the wall the party must get past, not the brain.
Open with a 15-ft. charge into the back line so the momentum slam lands prone, then Multiattack the same victim. Kill-priority for the party will be their own healer — keep the golem between it and them. When facing ranged kiters, recharge Hurled Stone and pelt them; pair this with a spellcasting master who shelters behind its bulk.
Run it as a battering ram alongside a true flagship boss — never alone, the party will out-act a single golem. Lead each turn with a charge to trigger Grinding Momentum, smashing prone whoever broke from the formation. In a lair, set two or three of these to bottleneck a hall so the real threat dictates the fight from behind.
Put Stone Golem 2 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 2?
Its home stat block is CR 6 (2,300 XP), tuned for a level 5-10 party. Scaled-down (CR 2-ish) and scaled-up (CR 11-ish) versions are provided in the tiers table so you can drop it into a level 1-4 or 11-15 game without rebuilding it.
Can Stone Golem 2 be a companion or ally?
Yes — see Cairn, Bound: a smaller stone construct (AC 16, 76 HP) bound to a keeper's command. It is a bodyguard, not an attacker — it shields downed allies with Bulwark and soaks hits with its Standing Wall reaction.
Why do my spells keep failing against it?
Stone golems have Magic Resistance (advantage on saves vs. magic) and Immutable Form (immune to shape-changing effects), plus immunity to poison, psychic, and a long list of conditions. Skip the control spells and bring bludgeoning-beating damage, force damage, or just a lot of attacks.
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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