Bulwark Golem
Traits
Immutable Form. Immunity to any spell or effect that would alter its form.
Bulwark Stance. For every enemy within 5 feet of the Bulwark Golem, movement away from it counts as Difficult Terrain (every foot costs two feet).
Shield Wall. Allies behind the Bulwark Golem, along a line passing through it, gain Half Cover (+2 AC, +2 DEX save).
Actions
Multiattack. Makes two Slam attacks.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10 + 5) Bludgeoning damage, and the target makes a DC 16 Strength save. Failure: The target is Prone.
Barricade (Recharge 5–6). The Bulwark Golem expands its body. Until the start of its next turn:
- Its space becomes Huge instead of Large (10×10 → 15×15 ft).
- No enemy can pass through its space (allies can).
- Attacks made against it have Disadvantage.
Reactions
Interpose. When an ally within 5 feet of the Bulwark Golem is hit by an attack, the Bulwark Golem redirects the attack to itself — it takes the damage (its Resistances/Immunities apply).
How to Use
This is a wall, not a monster. The Bulwark Golem's purpose isn't to kill, it's to not let anyone through.
The right scene: A narrow corridor. An Artillery behind it (e.g. a Mage or Rime Caller). The Bulwark Golem plugs the corridor.
- The party can't get past it (Barricade + narrow corridor).
- Bulwark Stance — even retreating is difficult.
- Interpose — even if they target the Artillery behind it, the Golem steps in.
- The Artillery pounds them comfortably from behind.
This is 4e's most classic and most effective combination. The party has to make a choice: break the Golem (AC 19, HP 114), or find a way around it?
How the party wins: Teleport (Misty Step, Dimension Door), flying, breaking the wall (widen the corridor), or luring the Golem off the line.
Balance note: Don't use the Bulwark Golem alone — it becomes boring (slow, low damage, high HP = a grinding fight). Always have something behind it.