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Iron Golems are a type of golem in Shadows of Amn.

An Iron Golem can only be harmed by an Enchanted Weapon of at least a +3. They have Magic Resistance 100% (can be overcome by Lower Resistance), as well as immunity to elemental damage. Fire damage will actually heal the golem instead of harming it. Iron Golems are completely invulnerable to Poison, Poison damage, and several other Status Effects as identified in the Info Box.

The golem's melee attack dishes out 4d10 Crushing damage, with a +12 bonus due to their exceptional strength. The fist attack counts as a +4 enchanted item for the purpose of determining what it can strike. They strike once per round, and have a reach of 2 ft., the same as a quarterstaff.

Iron Golems possess the innate ability to create a Gas Cloud, which causes poison damage. See the link for details.

They can be found in several locations in the saga.

Gameplay[]

Due to their huge size, Iron Golems are prone to get stuck at doorways. One could use this to their advantage. Ranged weapons and missile fire could be employed to strike the golem and keep the party at a safe distance from the creature. As the golem's reach is 2 ft., it may not be safe for a party member to engage in melee combat, even if they also have weapon with a reach of 2 ft. On several internet forums and "walk throughs" it is suggested that Melf's Minute Meteors are ideal to inflict damage at range to a golem, as they are a +6 enchanted item. However, as the missile also deals fire damage, this will actually apply a healing effect to an Iron Golem because of their 125% fire resistance.

Note: If you have SCS installed, and enable a certain gameplay component, then Melf's Minute Meteors are changed to a +2 enchanted missile, per D&D rules.

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

The Sword Coast Stratagems mod and the installation of the "AI Enhancements" component improves many aspects of creatures encountered in the game. In regards to golems, the mod implements the following: Improved Golems (BG2, BG2EE, BGT/EET)

This component doesn't really make golems smarter (they're supposed to be stupid) But it streamlines their scripts a bit, gives their weapons a sensible range, makes them immune to Lower Resistance and to poison, and tries to prevent situations where golems get stuck behind barricades. It also fixes an animation glitch in the Iron Golem animation - this hopefully makes iron golems a bit prettier when they attack and blow clouds.

Iron golems are immune to the Lower Resistance, Pierce Magic and Pierce Shield spells.
If you damage an iron golem, and then decide to back away and rest somewhere, to continue the fight later, the golem will be restored to full health.
The golem has a advanced script allowing better targeting and tactical behavior. It will also apply its Gas Cloud at least every three rounds of combat, and if it is dispersed by a Zone of Sweet Air effect.
The golem will do a better job of chasing down PC party members attacking from afar, as long as it can reach them via movement. It will follow and hunt down attackers.

The Golem Construction for Spellcasters Mod adds a necessary lootable component to Iron golems, so that the player can start amassing enough material in order to build its own "lesser Iron Golem", "Iron Golem", "Greater Iron Golem or "Perfect Iron Golem". The mod also changes the appearance of the Iron golem, to differentiate it from the Adamantite golem.

Mod gallery[]

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