Rock Golem
Bestiary entry · 4,500 HP
Rock Golem is a boss body with 4,500 HP, soaking 50% of every blow, heavy at weight 4. It fights with 2 authored moves. It sees 240° ahead and gives chase from 30 m. A kill pays 12 coins (the cap).
Swings
The body's entries in the shared attack table — the swings with real frame data. This is not the whole repertoire: transformations, casts, summons and every other behaviour live as states, listed below.
| Move | Damage | Delivery | Height | Active at | Reach | Knockback | Hitstun | Block stun | Stamina |
|---|---|---|---|---|---|---|---|---|---|
golem_sweep | 70 | melee | mid | 0.9 s of 2 s | 7.8 m | 8 | 20f (333 ms) | 24f (400 ms) | 10 |
golem_slam | 105 | melee | mid | 0.15 s of 0.4 s | 6.3 m | 10 | 24f (400 ms) | 28f (467 ms) | 10 |
Abilities & behaviour (12)
Every state this body can enter, read off the live instance. A boss's identity lives here rather than in the swing table — Dracula's bat form and his wandless cast are states, not
AttackData rows. Descriptions are the programmer's own note at the top of each state.Offensive (5)
| State | What it is |
|---|---|
| Assemble | Assemble: the rocks fly up off the ground pile and lock into their bone sockets "held together by magic" — each rock staggered off its own hashed delay so they converge in a flurry. |
| Attack | The golem's wide horizontal sweep (its "Attack" entry — enemy_chase changes into it on range). |
| Slam | The golem's slam, procedural |
| Thrown | Being suplexed (combat/pair_throw.gd's victim half): the pair runner owns the body — this state just holds the CharacterBody still (the kept hips tracks fly the rig through the arc), keeps playing whatever p01 clip the runner cues, and reports its own exit so any preemption (a teammate's hit landing — the interrupt rule — or death) frees the thrower into their tech stagger. |
| Volley | The boss golem's ranged volley: it raises one arm and sights it at a player like lining up a shot — pointing in their general direction while its rocks vibrate (the universal tell) — then fires that arm's rocks as projectiles that track based on where the player is heading. |
Movement, reaction & AI (7)
| State | What it is |
|---|---|
| Chase | The golem's pursuit — a heavy humanoid stride (not the drag the plain chase gave it: the base "Run" clip lives in a library this rig doesn't carry, so nothing played and the feet slid), and erratic, aggressive repositioning: hard circling whose direction flips in bursts, and periodic faster lunge repositions, instead of a slow beeline. |
| Dead | Death: no more sink-and-vanish. |
| Hurt | Hit reaction. |
| Idle | Dormant: undisturbed, the golem's rocks lie as a stationary pile on the ground — no humanoid silhouette, no rumble, pile-sized collision. |
| Knockdown | Balance-break knockdown, enemy side. |
| Shed | The core's last stand: once only ~10% of the golem's rocks remain, it can't hold together. |
| Wander | Aimless roaming for when there's no target / the player is lost. |
In dungeons
Not in the dungeon spawn pool. Underground, this body is placed deliberately — by a dungeon, a boss room or a script — rather than rolled onto open floor.
On islands
Not on the island encounter table. This body belongs to dungeons, a town, or a scripted placement — you will not meet it wandering a shore. See Overworld spawns.
Drops
| Payout | Amount | Notes |
|---|---|---|
| Coins | 12 | Always. Scales with max HP, then capped. |
| Gem | 16% | Per kill, multiplied by the killer's luck. Which gem depends on run depth. |
| Diamond | 2% | Per kill, multiplied by luck and by run depth. |
| Health orbs | up to 40% | Only for a hurt killer — the chance rises as the killer's own health falls. |
Source
| Field | Value |
|---|---|
| Scene | res://enemies/boss/boss_golem.tscn |
| Script | res://enemies/boss/boss_golem.gd |
| Class | CharacterBody3D |