Chain Golem

medium construct, unaligned

D&D 5.5 / SRD 5.2

Challenge 3 (700 XP)

Available with DM subscription
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)

Characteristics

Damage Vulnerabilities
thunder
Damage Resistances
—
Damage Immunities
poison, psychic, bludgeoning from nonmagical attacks, piercing from nonmagical attacks, slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Languages —

Traits and Actions

Mindless Construct

Trait
The golem can't speak or read languages but understands simple commands given to it.

Slow Reboot

Trait
Hit Points Rule
If the golem takes damage that reduces it to 0 Hit Points, its body collapses into a heap of chains. At the start of its next turn, it reassembles with 1 Hit Point unless it was destroyed by thunder damage.

Chain Immunity

Trait
Damage Types Rule
The golem is immune to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks.

Multiattack

Action
The golem makes two Chain Lash attacks.

Chain Lash

Action
Melee Weapon Attack Custom
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d8 + 4) bludgeoning damage.

Chain Bind

Action
Strength Saving Throw Custom
Restrained Condition Custom
The golem lashes out with animated chains in a 20-foot radius centered on itself. Each creature in that area must succeed on a DC 14 Strength saving throw or be restrained until the end of the golem's next turn. A restrained creature can use an action to make a DC 14 Strength check to break free.

Running the encounter

Combat Behavior

Combat Style

Frontline Control: Uses Chain Bind to restrain multiple enemies while attacking with Multiattack. Prefers confined tunnels where its reach advantage is maximized and escape routes are limited for foes. Vulnerable to thunder damage which disrupts its chain integrity.

Morale

Fearless

Appearance & presence

Monster Description

The Chain Golem is a horrifying amalgamation of iron, rust, and arcane malice, standing as a testament to the cruel ingenuity of ancient artificers who sought perfect containment. Its body is not composed of flesh or stone, but of thousands of interlocking metal links, each roughly the size of a human fist, fused together by pulsating red runes that glow with an ominous, rhythmic intensity. These runes serve as the construct’s nervous system, channeling magical energy through the cold metal to animate its form.

The golem moves with a terrifying fluidity despite its apparent weight; chains coil around its limbs like serpents, tightening and loosening in a perpetual dance that allows for surprising agility. When it stands still, it resembles a statue forged from prison bars, its face a blank plate of riveted steel featuring only two narrow slits where faint crimson light burns within, mimicking eyes that see nothing but threats.

The sounds associated with this creature are distinct and unsettling. It does not breathe, yet it emits a constant, low-frequency grinding noise, the sound of metal on metal under immense pressure. As it approaches, the air vibrates with the clinking of loose links dragging against the floor, a discordant symphony of restraint. Its hands are massive gauntlets formed from thicker, heavier chains, often ending in blunt, spiked maces or simply dense knots of iron capable of crushing bone.

Rust flakes drift from its shoulders like metallic snow, leaving a trail of decay wherever it walks. The smell is pungent—ozone mixed with old blood and oxidized iron. Visually, it blocks paths completely, a wall of moving metal that seems to absorb the light of torches, casting long, jagged shadows that seem to reach out independently of their source. It is heavy, solid, and unyielding, designed solely for the purpose of holding things back, forever waiting for the command to bind.

Instincts & motives

Monster behavior

As a mindless construct, the Chain Golem possesses no personality, emotions, or capacity for negotiation. It operates strictly on programmed directives embedded during its creation, typically involving guarding specific locations, preventing escape, or punishing intruders. Its behavior is relentless and predictable in its aggression. Upon detecting an intruder, it does not hesitate or assess tactical advantages beyond simple proximity; it immediately engages to restrain and crush. It prefers confined spaces such as tunnels and vaults, where its ability to fill the corridor maximizes its control over enemy movement.

The golem shows no fear of death, continuing to fight even when severely damaged, driven only by the imperative to fulfill its function until its core magic fails. It ignores distractions unless they interfere with its primary objective. If given complex commands, it may malfunction or revert to basic attack protocols. It does not interact socially with other constructs unless ordered to coordinate, in which case it acts as a static barrier while others flank.

Its movements are jerky yet precise, reflecting the mechanical nature of its animation. It will pursue fleeing targets indefinitely if within range of its sensory perception, embodying the concept of inescapable punishment.

Habitat & life cycle

Ecology

The Chain Golem occupies a unique niche in the ecosystem of dungeon complexes, functioning as an apex predator of confinement rather than consumption. It requires no food, water, or air, sustaining itself through ambient magical energy drawn from ley lines or stored within its rune-etched chassis. In habitats like the Tunnels of Remorse, it serves as a self-perpetuating hazard, maintaining its structural integrity through minor repairs facilitated by residual enchantments.

Its presence suppresses smaller vermin and scavengers due to the sheer noise and magical distortion it emits. Biologically, it has no life cycle; it is manufactured, used, and eventually discarded or destroyed. However, in artificial ecosystems, it interacts with other constructs, often forming defensive perimeters. Thunder damage disrupts the harmonic resonance of its chains, causing them to shatter, which is why storms or sonic attacks are particularly devastating. It leaves behind no biological waste, only scattered links and rust dust upon destruction. Its existence alters the environment, wearing down floors with its dragging chains and staining walls with oxidized runoff.

Origins & legends

History

Originally crafted by the imprisoned sorcerer Kaelen Vane during his exile in the Iron Depths, the Chain Golems were designed to enforce the silence of his penitentiary. Vane, obsessed with the idea that freedom was a disease, poured his hatred into the forging process, binding fragments of his own soul into the runic cores. After his demise, the golems remained, wandering the lower levels of the ruins, attacking anything that moved without authorization.

Local legends speak of 'The Clanking Ghost,' a figure said to appear before those who attempt to flee justice. Recently, explorers have reported seeing these constructs active again, suggesting someone has reactivated the master command sigil. This resurgence coincides with rumors of a new artifact hidden deep within the Tunnels of Remorse. Adventurers seeking this treasure must navigate past these relentless guardians, whose very existence is a historical record of Vane’s cruelty. Destroying one reveals fragments of inscribed metal containing partial maps to the deeper vaults, offering a grim reward for survival.

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