Golems are giant stone guardians hailing from a civilization now gone to ruin.[1] They are said to have been made by a golem crafter, using an impure crystal knife not unlike the Crystal Dart.[2] Though typically wielding equally massive Golem's Halberd, some can be found carrying Golem Greatbows that they use with great precision.
Appearance
Fire can be seen through the plates on their chests. Their hard, stone bodies are very resistant to physical damage, however they will topple if their ankles sustain enough damage, allowing for a critical attack on their chests.
Variants
Variant Description
A golem carrying a massive halberd that it can use to tear the earth asunder and can eject streams of fire through their helmet. Be wary of the instance of this enemy on the cliffs just east of the Minor Erdtree in Greyoll's Dragonbarrow that wields a magically infused halberd, as it is extremely powerful and capable of using the halberd to summon three orbs that shoot a very destructive magical beam.
Stragies
Surprising reach due to the length of their halberds, and they still have strong attacks to defend their weak ankles. When they are knocked down their chests are vulnerable for a critical hit but sometimes just continuing to hack away at the ankles may be more effective.
Moveset
Move Name
Phase
Damage Type
Can Be Parried/Cannot Be Parried
Description of move
Move Name
Phase
Damage Type
Can Be Parried/Cannot Be Parried
Description of move
Move Name
Phase
Damage Type
Can Be Parried/Cannot Be Parried
Description of move
Can include a separate table for a specific instance of this variant's moveset.
Variant Description
A golem carrying a massive greatbow. It pulls back the hardy string with its immense strength to shoot great arrows infused with the storm.[3] Be wary of the Golems that guard the approach to the Great Jar of Caelid, as their arrows unleash a magical explosion upon landing.
Strategies
Almost defenceless at melee range since they can't point their bow further down at that point. The actual danger lies mostly in approaching them, after that the stomps should be of minimal difficulty.
Moveset
Move Name
Phase
Damage Type
Can Be Parried/Cannot Be Parried
Description of move
Move Name
Phase
Damage Type
Can Be Parried/Cannot Be Parried
Description of move
Move Name
Phase
Damage Type
Can Be Parried/Cannot Be Parried
Description of move
Can include a separate table for a specific instance of this variant's moveset.
Damage types: mainly Standard damage, with some Pierce damage from its thrusts and Fire damage from its flame breaths.
It's immune to all Status Effects and has 40% negation to all non-Physical damage types except for Magic, where it has only 20% resistance. It is somewhat weak to Strike damage, having 0% negation towards it, and a mild 10% negation against all other Physical damage types.
Since it starts out lying on the ground and will take a few seconds to get up once alerted, it's easy to get in some opening hits on its ankles. It has the range advantage and can hit most of the cave thanks to the length of its weapon.
The simplest strategy is to do the same as with a regular, non-boss halberd golem by sticking behind its ankles and backing away when its starts hitting the ground with the butt of its weapon or if it breaths fire.