Copper Golem, “The Rusting Sentinel”
“Unleash the power of ancient magic and watch as this unstoppable Copper Golem crushes foes and corrodes armor with a single touch!”

The Copper Golem is a towering, humanoid construct forged from polished copper, its body gleaming with a reddish-brown hue that gradually turns a verdant green as the metal oxidizes over time. Standing over 7 feet tall, its limbs are thick and sturdy, designed for both immense strength and delicate precision. Intricate engravings of arcane symbols adorn its chest and arms, glowing faintly when it channels magical energy. Its eyes, formed from enchanted gemstones, shine with an eerie amber glow, reflecting the ancient magic that binds it to life.
Behaviour: The Copper Golem operates with a quiet, methodical determination, its movements slow but purposeful. Unlike other golems, which are driven solely by commands, the Copper Golem is imbued with a slight unpredictability due to its connection to the elemental forces of metal and weather. It often exhibits a curious nature, interacting with its surroundings, especially when it encounters objects made of metal. While it can be fiercely protective when commanded to defend, it also seems to possess a certain level of ingenuity, capable of manipulating small mechanisms or pressing metal buttons without direct instruction.
Habitat: Copper Golems are typically found in ancient, forgotten ruins, hidden workshops, or long-abandoned vaults where treasure or valuable artifacts are kept. These golems thrive in environments rich in metals, particularly in places where their bodies can absorb the ambient magical energies of the surroundings. They are often found near large caches of copper, precious metals, or in the depths of arcane workshops where they were once created to assist in intricate projects.
Modus Operandi: The Copper Golem’s primary function is to protect and maintain the areas it is assigned to, serving as both a guardian and a laborer. Its most unique ability is its Rusting Touch—anything it strikes with its powerful limbs begins to corrode and degrade, as its copper body releases an arcane energy that accelerates the oxidation process. This makes it especially dangerous to adventurers who rely on metal weapons or armor. The Golem is also capable of subtly manipulating mechanisms in its environment, such as pressing copper buttons, resetting traps, or activating ancient devices that require a conductive touch.
Motivation: While its existence is dictated by its creators’ commands, the Copper Golem is driven by an intrinsic purpose to protect the location it guards. Over time, it can develop an independent sense of duty, almost as if it is compelled to preserve the sanctity of its habitat. It holds an unshakable loyalty to those who activated or created it, but this loyalty can be shaken if it is forced to carry out actions against its own nature or if its creators’ magic begins to fade, leading the golem to become restless or even hostile.
Though it has no need for wealth or material gain, the Copper Golem’s drive to preserve and protect the objects and places under its care makes it a formidable opponent for any who would dare breach its domain.
Copper Golem 5e
Copper Golem 3.5
Copper Golem

Large Construct, Neutral
Armor Class: 17 (natural armor)
Hit Points: 210 (20d10 + 100)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 12 (+1) | 21 (+5) | 10 (+0) | 14 (+2) | 8 (-1) |
4o mini
Saving Throws: Con +9, Wis +6
Skills: Perception +6
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 60 ft., passive Perception 16
Languages: Understands the languages of its creator but cannot speak
Challenge: 11 (7,200 XP)
TRAITS
Immutable Form. The Copper Golem is immune to any spell or effect that would alter its form.
Magic Resistance. The Copper Golem has advantage on saving throws against spells and other magical effects.
Oxidized Armor. The Copper Golem’s body is resistant to non-magical weapon attacks. Bludgeoning, piercing, and slashing damage from non-magical attacks is halved.
Reactive Repair. When the Copper Golem takes damage, it can use its reaction to regain hit points equal to 10 (1d10 + 5). It can do so once per short rest.
ACTIONS
Multiattack. The Copper Golem makes two Rusting Slam attacks.
Rusting Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 33 (4d10 + 7) bludgeoning damage. The target’s metal armor or weapon begins to rust. Non-magical metal armor or weapons that take damage from the Rusting Slam immediately lose 1 AC (this effect can be applied multiple times but does not stack). If an armor or weapon’s AC reaches 0, it is destroyed. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Oxidizing Aura (Recharge 5-6). The Copper Golem emits an aura of corroding energy. Each creature within 10 feet of the golem that wears metal armor or carries metal items must make a DC 14 Constitution saving throw or take 1d6 necrotic damage. A creature that fails this save suffers disadvantage on all attacks with metal weapons for 1 minute, as the corrosion weakens the metal.
REACTIONS
Deflect Projectiles. If the Copper Golem is hit by a ranged weapon attack, it can use its reaction to deflect the projectile. The attacker must make a DC 16 Dexterity saving throw. On a failed save, the Copper Golem catches the projectile and immediately throws it back at the attacker, using its Rusting Slam attack against the original attacker.
TACTICS
- Guardians of the Forgotten. The Copper Golem has one primary directive: to defend whatever is within its charge. Whether a tomb, treasure hoard, or ancient workshop, it stands unmoving until disturbed. When enemies approach, it uses its Rusting Slam to disable metal-bearing opponents, keeping them within range of its devastating physical blows.
- Close-Quarters Combat. The golem will use its Rusting Slam to knock down foes and destroy their metal armor or weapons. This tactic disables most fighters’ ability to deal effective damage, making the golem a terrifying opponent for melee combatants.
- Intelligent but Reluctant. The Copper Golem’s intelligence is not high, but it is a highly efficient construct. It knows how to use its powers tactically, and will often wait for enemies to crowd together before it uses its Oxidizing Aura, ensuring maximum damage and battlefield control.
- Reactive Defense. If the golem is struck too many times, it may use Reactive Repair to prolong the fight, using its durability to wear down attackers over time.
LEGENDARY ACTIONS
The Copper Golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Copper Golem regains spent legendary actions at the start of its turn.
- Magnetic Shift. The Copper Golem causes a magnetic force to move one metal object or creature within 10 feet. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet away.
- Reinforce (Costs 2 Actions). The Copper Golem grants itself advantage on its next attack roll or saving throw.
- Summon Metal (Costs 3 Actions). The Copper Golem summons 1d4 small metal constructs or animated tools to aid it in combat. These creatures last for 1 minute or until destroyed.
DESCRIPTION
The Copper Golem is an ancient, powerful construct built of gleaming copper. Over time, the metal has begun to oxidize, causing parts of the golem to turn green and weathered. Standing at over 8 feet tall, its imposing form radiates power and resilience. The golem is a guardian, bound by magical commands to protect and preserve whatever it was designed to guard. Though it lacks true emotions, it still has a simple purpose: defend its charge at all costs. It uses its immense strength and magnetic powers to keep intruders at bay, rusting their weapons and armor with a single touch. Time has not dulled its effectiveness; instead, it has only made it more unpredictable and dangerous.
Copper Golem

This metallic automaton resembles an armored human nearly 8 feet tall. It appears to be formed of smoldering copper, with flickering flames in place of its hair, beard, and brow.
Originally Posted by Shade of the En World forums.
When it is fashioned, a copper golem is keyed to a particular magical talisman. Henceforth, it regards the bearer of that talisman to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so). The talisman must be openly displayed to the golem when issuing commands.
A copper golem obeys its master’s verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The bearer of the talisman can call the copper golem from any distance, and it will come as long as it is on the same plane.
A copper golem stands nearly 8 feet tall and weighs around 1,750 pounds.
Copper Golem | |
Large Construct | |
Hit Dice | 9d10+30 (79 hp) |
Initiative | +0 |
Speed | 20 ft. (4 squares) |
Armor Class | 23 (–1 size, +14 natural), touch 9, flat-footed 23 |
Base Attack/Grapple | +6/+15 |
Attack | Slam +11 melee (2d8+5 plus 1d6 fire) |
Full Attack | 2 slams +11 melee (2d8+5 plus 1d6 fire) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Fiery aura |
Special Qualities | Construct traits, damage reduction 5/adamantine, Darkvision 60 ft., immunity to magic, Low-Light Vision, vulnerability to water |
Saves | Fort +3, Ref +3, Will +6 |
Abilities | Strength 20, Dexterity 11, Constitution —, Intelligence 5, Wisdom 16, Charisma 9 |
Skills | Listen +11, Spot +11 |
Feats | Alertness, Cleave, Power Attack, Weapon Focus (slam) |
Environment | Any |
Organization | Solitary |
Challenge Rating | 8 |
Treasure | None |
Alignment | Always neutral |
Advancement | – |
Level Adjustment | – |
COMBAT

A copper golem pummels opponents with its fiery fists, utilizing Power Attack to its fullest until it begins to miss frequently.
Fiery Aura (Su): Copper golems are very hot, so all creatures within 10 ft must make a DC 14 Fort save each round or take 1d4 points of fire damage. The save DC is Constitution-based.
Immunity to Magic (Su): Copper golems are immune to all spells or spell-like abilities that allow Spell Resistance, except as follows:
A magical attack that deals cold damage slows a copper golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A copper golem gets no saving throw against fire effects.
A magical attack with the water descriptor deals 1d6 points of damage per spell level to a copper golem.
Vulnerability to Water (Ex): If a copper golem is immersed in water, it loses one fifth of its current hit points each round and is destroyed completely on the fifth round.
CONSTRUCTION
A copper golem’s body is sculpted from 5,000 pounds of pure copper, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 14 Craft (armorsmithing) check or a DC 14 Craft (weaponsmithing) check.
CL 14th; Craft Construct, animate objects, bless or curse, commune, flame strike, Resist Energy, caster must be nongood and at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.
Originally appeared in Polyhedron Magazine #30 (1986).