Oak Golem, “Warden of the Ancient Grove”
“Forged from ancient oak and wrathful nature magic, the Oak Golem isn’t just a tree—it’s the forest’s vengeance given form!”

Towering at over 15 feet tall, the Oak Golem resembles a weathered humanoid figure crafted from ancient oak—its bark-skin gnarled, moss-covered, and lined with glowing green runes that pulse with druidic energy. Branches sprout from its shoulders like antlers, home to nesting birds and dangling vines. Its eyes are knot-holes burning with verdant light, and its voice creaks like swaying timber in the wind.
Behavior:
The Oak Golem is a stoic, patient creature that remains perfectly still for days or years at a time, blending into its surroundings until provoked. When disturbed, it animates with terrifying speed, uprooting itself and unleashing devastating blows with limbs as heavy as felled trees. It shows no mercy to those it deems enemies of the forest but will ignore or even protect respectful travelers or druids.
Habitat:
Found deep within ancient, untouched forests, particularly those with sacred groves or druidic circles. They often stand guard near stone altars, leyline nexuses, or relics of the old gods. Oak Golems are never found in young or corrupted woods—they require the age and spiritual resonance of primeval wilderness.
Modus Operandi:
Primarily a guardian, the Oak Golem is reactive, not aggressive. It springs to life when sacred ground is defiled, when forest creatures are slain en masse, or when intruders wield fire or axes with ill intent. In combat, it uses sweeping arm strikes, root entanglement, and crushing weight to immobilize and destroy threats. If destroyed, its remains often regrow slowly into a sapling that may one day become a new golem.
Motivation:
The Oak Golem is not sentient in the human sense, but it operates under a powerful geas laid upon it by ancient druids or the forest itself. Its sole drive is preservation—the defense of old growth, balance, and sacred ground. It does not hunger, does not sleep, and cannot be bribed. Only a being with strong ties to nature or the arcane might redirect its purpose.
Oak golem 5e
Oak golem, Pathfinder
Oak golem 3.5
Oak Golem

Huge Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 8 (−1) | 22 (+6) | 3 (−4) | 14 (+2) | 5 (−3) |
Saving Throws Con +10, Wis +6
Damage Resistances piercing and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Druidic and Sylvan but can’t speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
Constructed Nature. The Oak Golem doesn’t require air, food, drink, or sleep.
Rooted Sentinel. While motionless, the Oak Golem is indistinguishable from a tree. It has advantage on Dexterity (Stealth) checks made to hide in forest terrain.
Nature’s Ward. The Oak Golem has advantage on saving throws against spells and effects that deal fire or necrotic damage or that would knock it prone, restrain, or forcibly move it.
Photosynthetic Regeneration. While in direct sunlight and not underground, the Oak Golem regains 10 hit points at the start of its turn unless it took fire damage since the end of its last turn.
Actions
Multiattack. The Oak Golem makes two Slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature.
Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Rootbind (Recharge 6).
The Oak Golem slams the ground, causing thorn-covered roots to burst in a 20-foot radius. Each creature of the Golem’s choice in the area must make a DC 18 Dexterity saving throw, taking 18 (4d8) piercing damage and becoming restrained on a failed save, or half as much damage on a successful one. The terrain becomes difficult terrain for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Forest’s Grasp (1/Day).
For 1 minute, animated roots and branches lash out in a 10-foot aura around the Golem.
- When a creature starts its turn in the aura, it must succeed on a DC 16 Strength saving throw or take 14 (4d6) bludgeoning damage and be pushed 10 feet away.
- The aura is heavily obscured and counts as difficult terrain for creatures other than the Golem.
Reactions
Nature’s Reprisal.
When a creature within 10 feet of the Golem hits it with a melee attack, the Golem can cause thorny vines to lash out. The attacker must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) piercing damage and become grappled (escape DC 16).
Optional: Legendary Actions
If used as a boss creature, the Oak Golem can take 3 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. The Golem regains spent legendary actions at the start of its turn.
- Slam. The Oak Golem makes one Slam attack.
- Root Surge (Costs 2 Actions). Roots burst in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone.
- Nature Meld (Costs 3 Actions). The Golem sinks into the ground and reappears in a patch of natural terrain it can see within 60 feet.
Oak Golem

Neutral Huge Construct
CR 11
XP 12,800
Init +0; Senses darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC 26, touch 8, flat-footed 26 (–2 Dex, +18 natural)
hp 126 (12d10+60)
Fort +10, Ref +4, Will +8
DR 10/adamantine
Immune construct traits, magic
Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft.
Melee 2 slams +20 (2d10+9 bludgeoning plus knockdown)
Space 15 ft.; Reach 15 ft.
Special Attacks rootbind, forest’s grasp (1/day)
STATISTICS
Str 28, Dex 6, Con —, Int —, Wis 16, Cha 5
Base Atk +12; CMB +23; CMD 33 (can’t be tripped)
Skills Perception +19
Languages understands Druidic and Sylvan (can’t speak)
SQ camouflage, photosynthetic regeneration, plant empathy
ECOLOGY
Environment temperate or cold forests
Organization solitary or grove (1 oak golem + 1d4 dryads or druids)
Treasure none
SPECIAL ABILITIES
Camouflage (Ex)
An oak golem that remains motionless in a wooded area is indistinguishable from a tree. A creature must succeed at a DC 30 Perception check to recognize it as anything other than natural terrain.
Construct Immunity to Magic (Ex)
An oak golem is immune to spells and spell-like abilities that allow spell resistance. In addition, certain spells affect it differently:
- Entangle, plant growth, and wall of thorns slow it (as the slow spell) for 2d6 rounds (no save).
- Warp wood or wood shape deals 3d6 damage and slows the golem for 1d4 rounds.
- Spells with the fire descriptor deal 50% more damage than normal (as per vulnerability to fire).
Forest’s Grasp (Su) – 1/day
As a standard action, an oak golem animates roots and undergrowth in a 20-foot radius centered on itself. For 1 minute, this area becomes difficult terrain, and any creature starting its turn in the area must succeed at a Reflex DC 20 or take 2d6 bludgeoning damage and be pushed 10 feet directly away from the golem. The golem is unaffected by this terrain.
Knockdown (Ex)
Whenever the oak golem hits a creature with a slam attack, the target must succeed on a Reflex DC 23 or be knocked prone.
Photosynthetic Regeneration (Ex)
As long as it is in direct, natural sunlight, the oak golem regains 5 hit points at the start of each of its turns. This regeneration is suppressed for 1 round if the golem takes fire damage. It does not function indoors, underground, or at night.
Plant Empathy (Su)
The oak golem can communicate simple concepts and emotions to plant creatures. These creatures begin encounters with the golem as friendly unless provoked.
Rootbind (Su) – Recharge 1d4 rounds
As a standard action, the oak golem causes massive roots to erupt in a 30-foot radius. Each creature in the area must succeed on a Reflex DC 20 or become entangled and take 3d6 piercing damage. Entangled creatures can attempt a Strength or Escape Artist check (DC 20) as a standard action to free themselves. The area becomes difficult terrain for 1 minute.
TACTICS
Before Combat
An oak golem waits in stillness, camouflaged among trees, until it detects a threat to its forest or sacred site.
During Combat
It opens with rootbind to immobilize and scatter foes, then wades into combat with slam attacks, targeting the most dangerous-looking melee fighters or spellcasters wielding fire. It uses forest’s grasp to maintain area control and protect its terrain.
Morale
The golem fights until destroyed, unless commanded by a druidic controller or bound to a specific site it cannot leave.
DESCRIPTION
Fashioned from the heartwood of ancient trees and bound with primal magic, oak golems are living embodiments of the forest’s will. Though mindless, they are capable of sensing unnatural disruptions, and they guard their groves with unrelenting force. Their wooden bodies are covered in moss and runes, and their limbs creak with ancient power as they move like awakened oaks to crush intruders.
Oak golem

This roughly man-shaped wooden statue stands eight feet tall. Its finely carved body is dotted with small thorns.
Originally Posted by Shade of the En World forums.
Oak golems are usually crafted by druid to serve as guardians.
An oak golem stands 8 feet tall and weighs around 800 pounds.
Golem Oak | |
Large construct | |
Hit Dice | 9d10+30 (79 hp) |
Initiative | +3 |
Speed | 20 ft. (4 squares) |
Armor Class | 18 (–1 size, -1 Dexterity, +10 natural), touch 2, flat-footed 18 |
Base Attack/Grapple | +6/+15 |
Attack | Slam +10 melee (1d6+5) |
Full Attack | 2 slams +10 melee (1d6+5) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Entangle |
Special Qualities | construct traits, damage reduction 10/slashing, Darkvision 60 ft., immunity to magic, Low-Light Vision |
Saves | Fort +3, Ref +2, Will +3 |
Abilities | Strength 21, Dexterity 9, Constitution —, Intelligence 2, Wisdom 11, Charisma 11 |
Skills | Listen +8, Spot +8 |
Feats | Alertness, Blind-Fight, Improved Initiative, Power Attack |
Environment | Any |
Organization | Solitary or gang (2-4) |
Challenge Rating | 8 |
Treasure | None |
Alignment | Always neutral |
Advancement | – |
Level Adjustment | – |
COMBAT
An oak golem pummels adversaries with its thorny fists. It uses its entangle ability as often as possible.
Entangle (Su): An oak golem can use an entangle effect, as the spell, as a free action once every 1d4+1 rounds. The effect has a range of 40 feet and a duration of 4 rounds, requiring a DC 14 Reflex save to avoid entanglement. The save DC is Charisma-based.
Immunity to Magic (Ex): An oak golem is immune to any spell or spell-like ability that allows Spell Resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals fire damage slows an oak golem (as the slow spell) for 3 rounds, with no saving throw.
- Plant growth breaks any slow effect on the golem and heals it of all damage.
- A warp wood spell deals 2d6 points of damage to the golem, while wood shape heals it of 2d6 points of damage.
- A repel wood spell causes the oak golem to flee as if it were an undead creature turned by a cleric.
CONSTRUCTION
An oak golem’s body is carved from a recently fallen oak tree weighing at least 14 pounds, polished with rare oils costing at least 10,000 gp. Assembling the body requires a DC 14 Craft (woodworking) check.
CL 12th; Craft Construct, barkskin, commune with nature, Liveoak, shillelagh, caster must be at least 12th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.
Originally appeared in Polyhedron Magazine #30 (1986).