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Ice Golem

Ice golem

This icy statue stands a head taller than a normal human. A rime of frost coats it, and razor-sharp shards of ice adorn its limbs.

Source: Pathfinder

Ice golems are humanoid automatons formed of carved ice. Their appearance can range from roughly chiseled figures of ice and snow to elaborately detailed ice sculptures and beautiful crystalline statues.

Ice golems cannot speak, and move with the sound of cracking and popping ice. An ice golem stands 7 feet tall and weighs 500 pounds.

Ice Golem

This barrel-chested humanoid has metal straps leading from its shoulders to legs made from the same metal. The metal in its torso holds a block of ice in place.

Created to incapacitate and capture creatures on behalf of its controller, an ice golem follows the target assigned to it until it captures its quarry and returns its controller.

Family: Golems

Large construct, unaligned

Armor Class 16 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.

20 (+5)11 (+0)18 (+4)3 (–4)10 (+0)1 (–5)

Skills Perception +3, Survival +3
Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3


  • Construct Nature. The ice golem doesn’t require air, food, drink, or sleep.
  • Ice Cavity. The ice golem’s torso is a block of ice that it can liquefy and refreeze, trapping and preserving creatures inside it. If the golem takes 15 fire damage or more on a single turn, the cavity liquefies if it was frozen. When the cavity is frozen, a creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 9 (2d8) cold damage. When the cavity is liquefied, a creature within 5 feet of the golem can take an action to pull a petrified creature out of the golem, if the golem has one inside it. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 9 (2d8) cold damage.
  • Immutable Form. The ice golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The ice golem has advantage on saving throws against spells and other magical effects.


  • Multiattack. The ice golem makes two Slam attacks, or it makes one Slam attack and uses Preserve Creature.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 9 (2d8) cold damage. The target is grappled (escape DC 16) if it is a Medium or smaller creature and the golem doesn’t have another creature grappled.
  • Preserve Creature. The ice golem preserves a Medium or smaller creature grappled by it. The preserved creature can’t breathe and is restrained as it starts to freeze. The restrained creature must make a DC 16 Constitution saving throw at the end of its next turn. On a failure, it takes 18 (4d8) cold damage, becomes petrified in ice in the golem’s Ice Cavity, and has total cover from attacks and other effects outside the golem. If this damage reduces a creature to 0 hp, the creature automatically becomes stable. A petrified creature removed from the golem’s Ice Cavity thaws, ending the petrification, in 1d4 rounds or immediately after taking fire damage. On a success, the creature takes half the damage and is ejected, landing prone in an unoccupied space within 5 feet of the golem. If the golem moves, the preserved creature moves with it. The golem can have only one creature preserved at a time. The golem can’t use Preserve Creature if its Ice Cavity is frozen.


  • Freeze or Liquefy Cavity. The ice golem freezes or liquefies its Ice Cavity.

Icy Hunters. Ice golems operate best in cold climates or during winter. While their creation allows them to withstand some heat, they can’t carry out their tasks effectively in constant temperatures above 100 degrees Fahrenheit.

Rogue Golems. Uncontrolled ice golems continue following their main directive, but they focus on capturing whenever they have an empty chest cavity. These golems kidnap their victims and deposit their captives relatively unharmed in a location they have declared as their home bases. Fortunately, the golems have no concept of concealing their movement, making them and their targets easy to track.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

Ice Golem
CR 5

XP 1,600

N Medium construct (cold)

Init -1; Senses Darkvision 60 ft., Low-Light Vision; Perception +0
AC 17, touch 9, flat-footed 17 (-1 Dexterity, +8 natural)

hp 53 (6d10+20)

Fort +2, Ref +1, Will +2

DR 5/adamantine; Immune construct traits, cold, magic

Weaknesses vulnerability to fire
Speed 30 ft.

Melee 2 slams +9 (1d6+3 plus 1d6 cold)

Special Attacks breath weapon (20-ft. cone, 3d6 cold damage, Reflex DC 13 half, usable once every 1d4 rounds), cold (1d6), icy destruction
Strength 16, Dexterity 9, Constitution -, Intelligence -, Wisdom 11, Charisma 1

Base Atk +6; CMB +9; CMD 18
Cold (Ex)   An ice golem’s body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.  

Icy Destruction (Ex)   When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 3d6 points of slashing damage and 2d6 points of cold damage; a DC 13 Reflex save halves the damage. The save DC is Constitution-based.  

Immunity to Magic (Ex)   An ice golem is immune to any spell or spell-like ability that allows Spell Resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an ice golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 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. An ice golem gets no saving throw against cold effects.
Environment any cold

Organization solitary or gang (2-4)

Treasure none


An ice golem’s body must be constructed from a single block of ice weighing at least 1,000 pounds. The ice is treated with magical powders and unguents worth at least 500 gp.

Ice Golem
CL 12th; Price 18,500 gp
Requirements Craft Construct, chill touch, cone of cold, geas/quest, ice storm, resist energy (cold), creator must be caster level 12th; Skill Craft (sculptures) DC 17; Cost 9,500 gp
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