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Cannon Golem, “The Iron Thunderer”

Cannon Golem, "The Iron Thunderer"
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Appearance: Towering at 12 feet tall and weighing over 8,000 pounds, the Cannon Golem is a humanoid mass of scorched brass plating, jagged adamantine limbs, and interlocking gears that hiss steam and grind with every movement. One arm terminates in a colossal arcane cannon — its barrel engraved with rune-glyphs, always tracking like a hunter’s eye. Its chest is split by a blast furnace grate that glows with the hellish red of processed black powder. Blue light pulses from beneath armor seams, a byproduct of its extradimensional munitions system.

Behavior: Devoid of intellect or emotion, a Cannon Golem executes its directives with mechanical precision. It remains still and silent for decades if left undisturbed, only activating when intruders are detected or a command is issued. When active, it operates with cold efficiency, prioritizing high-threat or distant targets with its cannon before closing to pulverize survivors with its iron fists.

Habitat: These constructs are found in ancient forges, sealed arcane bunkers, war mage strongholds, or hidden siege vaults—typically tethered to arcane command circles or slumbering under magical stasis. Some roam the battleground ruins of forgotten empires, still following orders long after their masters have turned to dust.

Modus Operandi: A Cannon Golem begins combat with long-range artillery fire, using its cannon to disable spellcasters or soften frontliners before they close the gap. If threatened in melee, it uses a mix of shove tactics and powerful slams to knock foes prone and back into optimal cannon range. It instinctively avoids bottlenecks where its line of fire could be compromised. If critically damaged, it often unleashes a final, desperate cannonade before collapsing into a heap of molten slag.

Motivation: Lacking a will of its own, the Cannon Golem acts purely in service to its creator’s last command. Some ancient golems still patrol pre-assigned coordinates, mistaking explorers or archaeologists for enemy combatants. Rare examples have been reprogrammed or hacked by powerful artificers to serve as siege platforms, battlefield guardians, or executioners of forgotten wars.


  • Cannon Golem 5e
  • Cannon Golem 5e
  • Cannon Golem, Pathfinder
Cannon Golem, "The Iron Thunderer"
Create

Large Construct, Unaligned
Challenge: 16 (15,000 XP) Proficiency Bonus: +5


Armor Class 20 (natural armor)

Hit Points 210 (20d10 + 100)

Speed 30 ft.


STRDEXCONINTWISCHA
24 (+7)9 (–1)20 (+5)3 (–4)11 (+0)1 (–5)

Saving Throws Con +10, Wis +5

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 10

Languages understands the languages of its creator but can’t speak


Traits

Constructed Resilience. The cannon golem does not require air, food, drink, or sleep.

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.

Fire Absorption. When subjected to fire damage, the golem instead regains hit points equal to the fire damage dealt. However, if it takes 20 or more fire damage from a single source and fails a DC 17 Constitution saving throw, its cannon backfires, dealing 6d6 force damage to itself and causing it to be staggered until the end of its next turn.


Actions

Multiattack. The cannon golem makes two melee attacks (Fist), or one Fist attack and one Cannon attack.

Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 7) bludgeoning damage.
On a hit, the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Cannon. Ranged Weapon Attack: +12 to hit, range 100/400 ft., one target.
Hit: 33 (6d6 + 7) bludgeoning and piercing damage.
Critical Hit: On a roll of 19 or 20, this attack deals quadruple damage.
The target must also make a DC 18 Strength saving throw or be pushed 10 feet and knocked prone. This attack counts as adamantine, silvered, and cold iron for overcoming resistance.

Cannonade (Recharge 5–6).
The cannon golem unleashes a thunderous blast in either a 60-foot line (5 feet wide) or a 15-foot cone.
Each creature in the area must make a DC 19 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much on a successful one. Objects and structures in the area take double damage.


Bonus Actions

Blasting Critical.
When the golem scores a critical hit with a Fist attack, it can immediately make a Cannon attack against the same target as a bonus action.


Reactions

Point-Blank Discharge.
When a creature within 5 feet of the golem misses it with a melee attack, the golem can make a Cannon attack against that creature.


Legendary Actions (Optional, for boss encounters)

The cannon golem can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent actions at the start of its turn.

  • Cannon Pivot. The golem rotates and fires a single Cannon attack.
  • Suppressive Blast (Costs 2). The golem emits a concussive shockwave in a 10-foot radius. Each creature in that area must succeed on a DC 18 Constitution saving throw or be deafened and have disadvantage on its next attack roll or saving throw before the end of its next turn.

Tactics

The cannon golem is a battlefield control engine designed to soften foes from range and dominate close combat with overwhelming force.

  • At range, it prioritizes lightly armored or high-impact targets (casters, archers) with precision Cannon attacks.
  • When enemies cluster or approach in formation, it uses Cannonade to disrupt and damage groups.
  • It attempts to knock foes prone with Fist attacks and then exploit their positioning with Blasting Critical.
  • The Point-Blank Discharge reaction deters melee attackers, making it risky to engage up close without coordination.
  • If it is paired with spellcasters or supported by minions, the golem becomes a siege centerpiece capable of holding strategic ground indefinitely.

Design Note

A marvel of arcano-industrial engineering, the cannon golem is more siege weapon than guardian. Built from layered alloys and powered by extraplanar powder conduits, it represents the fusion of lost gunmage traditions and golemcraft. Though mindless, its programming is devastatingly effective—defining friend and foe with absolute obedience to its creator’s final orders.

Cannon Golem, "The Iron Thunderer"
Create

Family: Golems

Large construct, unaligned

Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.

STRDEXCONINTWISCHA
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
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 16 (15,000 XP)

Special 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. However, if it fails its saving throw against a fire spell that deals at least 20 points of damage, it must make a Constitution saving throw against the same DC. If this save fails, its cannon immediately backfires, dealing 6d6 bludgeoning damage to the golem (this bypasses its damage immunity).
  • 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. A cannon golem has a magical cannon built into one arm rather than wielding a sword. It makes two melee fist attacks or one fist attack and one cannon attack.
  • FistMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7 bludgeoning damage).
  • CannonRanged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. When a cannon golem hits a target with its cannon, it can make a Strength (Athletics) check as a bonus action to shove that target, pushing it away and forcing it prone on a successful check. It has advantage on this check if the target is Medium or smaller.
  • Cannonade (Recharge 6). The golem shoots a cannon blast that fills a 60-foot line or a 15-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much on a successful one.

Reactions

  • Cannon Punch (1/Turn). When a cannon golem scores a critical hit with its slam attack, as a bonus action it can make a cannon attack against the same target. It cannot use this ability if it already has made a ranged cannon attack or cannonade on the same turn.

About

A cannon golem is a technomagical construct enchanted into a massive heap of jagged metal in a humanoid form, its enormous cannon tracking movement with mechanical precision. A cannon golem’s internal workings are a mechanical labyrinth; its extradimensional pockets constantly process new black powder to fire its arcane weapon. A cannon golem stands 12 feet tall and weighs around 8,000 pounds.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

Cannon Golem, "The Iron Thunderer"
Create

This collection of jagged metal rears up into a humanoid form, its enormous cannon tracking movement with mechanical precision.

Source: Pathfinder d20pfsrd.com

A cannon golem’s internal workings are a mechanical labyrinth; its extradimensional pockets constantly process new black powder. A cannon golem stands 12 feet tall.

Cannon Golem CR 15
XP 51,200   N Large construct Init +7; Senses Darkvision 60 ft., Low-Light Vision; Perception +2
DEFENSE
AC 31, touch 16, flat-footed 24 (+7 Dexterity, +15 natural, -1 size)

hp 140 (20d10+30)  

Fort +6, Ref +13, Will +8 DR 15/adamantine; Immune construct traits, magic
OFFENSE
Speed 30 ft.   Melee 2 slams +29 (2d10+10) Ranged cannon +26/+21 (6d6+7/19-20/x4)

Space 10 ft.; Reach 10 ft.

Special Attacks cannon
STATISTICS
Strength 30, Dexterity 24, Constitution -, Intelligence -, Wisdom 15, Charisma 2

Base Atk +20; CMB +31; CMD 48  

Feats Improved critical (cannon)B SQ alloyed, blasting critical, gun training
SPECIAL ABILITIES
Alloyed (Ex) A cannon golem’s slam and cannon attacks count as adamantine, cold iron, and silver for the purpose of overcoming damage reduction.

Blasting Critical (Ex) When a cannon golem confirms a critical hit with a slam attack, it can make one cannon attack against that target as a free action (as long as the cannon is loaded).

Cannon (Ex) The golem’s cannon has a range increment of 100 feet and deals 6d6 points of bludgeoning and piercing damage on a hit with a x4 critical modifier. The cannon’s magazine can hold up to 20 cannonballs at a time —reloading a single cannonball into this magazine is a standard action for the golem, while loading a cannonball into the cannon itself to fire it is a swift action; this allows the golem to take two shots per round with the cannon.

Gun Training (Ex) A cannon golem adds its Dexterity modifier to the damage dealt by its cannon.

Immunity to Magic (Ex) A cannon golem is immune to spells and spell-like abilities that allow Spell Resistance. Certain spells and effects function differently against it, as noted below. Any spell with the water descriptor that affects a cannon golem renders its cannon unusable for 1 round (no save). A heat metal spell causes the golem’s cannon to instantly backfire, dealing 6d6 points of damage to the golem and staggering it for 1 round (no save).
ECOLOGY
Environment any land  
Organization solitary or pair
Treasure none

CONSTRUCTION REQUIREMENTS

A cannon golem is built from 2,000 pounds of adamantine, brass, cold iron, and mithral.

CL 17th; Price 200,000 gp

Craft Construct, geas/quest, limited wish, plane shift or secret chest, creator must be caster level 17th; Skill Craft (siege engine) and Knowledge (engineering) DC 25; Cost 105,000 gp

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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