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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.
MoveDamageDeliveryHeightActive atReachKnockbackHitstunBlock stunStamina
golem_sweep70meleemid0.9 s of 2 s7.8 m820f (333 ms)24f (400 ms)10
golem_slam105meleemid0.15 s of 0.4 s6.3 m1024f (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)

StateWhat it is
AssembleAssemble: 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.
AttackThe golem's wide horizontal sweep (its "Attack" entry — enemy_chase changes into it on range).
SlamThe golem's slam, procedural
ThrownBeing 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.
VolleyThe 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)

StateWhat it is
ChaseThe 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.
DeadDeath: no more sink-and-vanish.
HurtHit reaction.
IdleDormant: undisturbed, the golem's rocks lie as a stationary pile on the ground — no humanoid silhouette, no rumble, pile-sized collision.
KnockdownBalance-break knockdown, enemy side.
ShedThe core's last stand: once only ~10% of the golem's rocks remain, it can't hold together.
WanderAimless 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

PayoutAmountNotes
Coins12Always. Scales with max HP, then capped.
Gem16%Per kill, multiplied by the killer's luck. Which gem depends on run depth.
Diamond2%Per kill, multiplied by luck and by run depth.
Health orbsup to 40%Only for a hurt killer — the chance rises as the killer's own health falls.

Source

FieldValue
Sceneres://enemies/boss/boss_golem.tscn
Scriptres://enemies/boss/boss_golem.gd
ClassCharacterBody3D
Categories: Bestiary · Bosses