Crystal Golem: The Living Prism of Destruction
“This unstoppable, shimmering giant can shatter foes with a single blow—can anything defeat the mighty Crystal Golem?!”

A towering humanoid construct, the Crystal Golem is sculpted from enchanted crystal, its body a seamless fusion of jagged and smooth facets that refract light into dazzling rainbow hues. Some are formed from pure quartz, while rarer variants shimmer in deep sapphire, amethyst, or eerie green jade. Glowing veins of arcane energy pulse beneath its translucent surface, shifting in color as it absorbs or redirects magic. Its eyes, often faceless or featureless, burn with an internal light, flickering like a flame trapped within a gemstone.
Behavior:
The Crystal Golem is an unyielding, methodical entity, moving with deliberate, almost mechanical precision. It does not exhibit emotions or hesitation, acting purely on the will of its creator or an ancient enchantment. Unlike lesser golems, it can adapt slightly in battle, reflecting attacks or adjusting its form to maximize its resilience. When idle, it may stand motionless for centuries, blending seamlessly with its crystalline surroundings.
Habitat:
Crystal Golems are found in places of immense magical energy—abandoned wizard towers, deep underground caverns where natural crystals hum with latent power, or ancient ruins where forgotten sorcery lingers. Some guard hidden temples, their bodies nearly indistinguishable from the crystalline formations around them, while others prowl the frozen peaks of distant mountains, where their refractive bodies glisten like living ice.
Modus Operandi:
A Crystal Golem engages foes with overwhelming force, using its massive crystalline fists to crush opponents with devastating blows. It can release razor-sharp crystal shards from its body, impaling enemies from a distance, or harness absorbed magic to unleash devastating refracted energy beams. Some variations can regenerate by assimilating nearby crystals or fallen foes, growing stronger with each victory.
Motivation:
Unlike living creatures, the Crystal Golem does not possess free will. Its motivation is dictated by the enchantment that birthed it—some act as eternal sentinels, bound to a singular purpose such as guarding an artifact or tomb. Others are driven by the lingering will of a long-dead sorcerer, carrying out ancient orders with unwavering resolve. In rare cases, particularly powerful Crystal Golems may develop a rudimentary intelligence, seeking out greater sources of magical energy to sustain and evolve themselves.
Crystal Golem 5e
Crystal Golem 3.5
Crystal Golem

The sound of tinkling glass accompanies the movement of a dazzling clear crystal statue.
Originally Posted by Shade of the En World forums.
Tall and slender, this construct looks like a stylized humanoid with sharp features. They are almost excusively found in Atlantis.
Like all golems, a crystal golem is mindless, and follows its creator’s instructions explicitly and without emotion.
A crystal golem stands 7 feet tall and weighs 400 pounds.
Crystal Golem | |
Medium construct | |
Hit Dice: | 9d10+20 (69 hp) |
Initiative: | +2 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 16 (+2 Dexterity, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple: | +6/+8 |
Attack: | Hand +8 melee (2d10+2 [half-bludgeoning/half-piercing]) |
Full Attack: | 2 hands +8 melee (2d10+2 [half-bludgeoning/half-piercing]) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Color ray |
Special Qualities: | construct traits, damage reduction 10/bludgeoning and magic, Darkvision 60 ft., immunity to magic, Low-Light Vision |
Saves: | Fort+3, Ref +5, Will +3 |
Abilities: | Strength 14, Dexterity 14, Constitution -, Intelligence -, Wisdom 11, Charisma 1 |
Skills: | – |
Feats: | – |
Environment: | Any |
Organization: | Solitary or cluster (2-8) |
Challenge Rating: | 7 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | 10-18 HD (Medium); 19-27 HD (Large) |
Level Adjustment: | – |
COMBAT

A crystal golem’s sharp, heavy hands deal both bludgeoning and piercing damage. Divide the damage in half and round down to determine the amount of each type of damage.
Color Ray (Su): Once every 2 rounds, as a swift action, a crystal golem may make a ranged touch attack against a single opponent within 20 feet (no range increment). If the attack hits, the target suffers the effects of a color
spray spell (Will DC 14 negates). The save DC is Constitution-based.
Immunity to Magic (Su): Crystal golems are immune to all spells or spell-like abilities that allow Spell Resistance, except as follows:
A shatter spell deals damage as normal to a crystalline creature.
A mending spell heals 1d6 points of damage to the golem, while a Make whole spell heals all of its lost hit points.
CONSTRUCTION
A crystal golem’s body is constructed from 400 pounds of crystal worth 2,000 gp. Assembling the body requires a DC 14 Craft (sculpting) check or a DC 14 Craft (stonemasonry) check.
CL 11th; Craft Construct, color spray, geas/quest, keen edge, caster must be at least 11th level; Price 20,000 gp; Cost 11,000 gp + 800 XP.
Originally appeared in Dungeon Magazine #42 (1993).
Crystal Golem

Large construct, unaligned
Armor Class: 18 (Natural, reflective crystalline plating)
Hit Points: 200 (16d10 + 96)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 12 (+1) | 22 (+6) | 3 (–4) | 10 (+0) | 3 (–4) |
Saving Throws:
- Con: +11, Wis: +5
Damage Resistances:
- Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Vulnerabilities:
- Sonic (vibrations threaten its fragile crystalline structure)
Damage Immunities:
- Poison, Psychic
- Immune to conditions: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses:
- Darkvision 60 ft.
- Tremorsense 60 ft.
- Passive Perception 10
Languages:
- Understands the language of its creator but cannot speak
Challenge: 10 (5,900 XP)
Special Traits
- Legendary Resistance (3/Day):
If the golem fails a saving throw, it can choose to succeed instead. - 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. - Reflective Crystals:
When targeted by a spell that requires an attack roll, any attacker within 10 ft. of the golem takes radiant damage equal to half the spell’s level (rounded up). (This damage does not affect the golem.)
Actions
- Multiattack:
The Crystal Golem makes two attacks—one with its Crystal Slam and one with its Shard Throw. - Crystal Slam (Melee Weapon Attack):
- Attack Bonus: +11
- Reach: 10 ft.
- Hit: 22 (3d10 + 6) bludgeoning damage + 7 (2d6) radiant damage
- Additional Effect: The force of the blow sends shimmering shards scattering; if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
- Shard Throw (Ranged Weapon Attack):
- Attack Bonus: +11
- Range: 60/180 ft.
- Hit: 18 (3d6 + 6) piercing damage + 3 (1d6) radiant damage
- Additional Effect: On a hit, the target is disoriented, suffering disadvantage on its next attack roll before the end of its next turn.
Unique Actions
- Prismatic Burst (Recharge 5–6):
The golem emits a burst of refracted light in a 20-foot radius. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 27 (6d8) radiant damage and become dazzled until the end of their next turn (dazzled creatures suffer disadvantage on attack rolls due to intense glare). Creatures that succeed on the save take half damage and are not dazzled. - Crystal Regeneration:
When reduced to below half its maximum hit points, the golem’s crystalline body begins to mend itself. As a bonus action at the start of its turn, it regains 10 hit points for 3 consecutive turns. (This ability can be used once per combat.)
Reactions
- Reflective Counter:
When hit by a melee attack, the golem can use its reaction to deflect some of the impact. The attacker must succeed on a DC 17 Strength saving throw or have the incoming damage reduced by 10 points. (This does not apply to critical hits.)
Tactics & Behavior
- Battlefield Control:
The golem uses its Prismatic Burst to disrupt clusters of enemies, creating zones of blinding, radiant light that hamper coordinated assaults. - Target Prioritization:
It focuses on spellcasters and ranged attackers, utilizing its Reflective Crystals to punish those who try to strike from a distance. - Staggering Blows:
The Crystal Slam is used to impair enemy vision, while Shard Throw maintains distance from foes and forces tactical repositioning. - Sustained Offense:
When heavily damaged, the Crystal Regeneration ability allows the golem to persist on the battlefield, forcing opponents to concentrate fire to overcome its natural repair. - Defensive Reflexes:
With Reflective Counter, the golem discourages melee engagement, making it a difficult target for front-line attackers.
Lair Actions (if encountered in its native environment)
On initiative count 20 (losing initiative ties), the lair causes crystalline spikes to erupt from the ground in a 10-foot-wide line. Each creature in the line must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) piercing damage, or half damage on a successful save.
Environmental Adaptation:
The Crystal Golem typically dwells in ancient, arcane-rich locations such as deep crystalline caverns or overgrown temples where long-forgotten magic lingers. Its body resonates with ambient energies, and its reflective surfaces can amplify nearby magical effects—both to its benefit in battle and as a warning to intruders.