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Rock Golem

Bestiary entry · 1,950 HP

Rock Golem is an enemy body with 1,950 HP, soaking 30% of every blow, heavy at weight 3. It fights with 2 authored moves. It sees 220° ahead and gives chase from 15 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_sweep100meleemid0.9 s of 2 s4.6 m718f (300 ms)22f (367 ms)10
golem_slam150meleemid0.15 s of 0.4 s3.6 m922f (367 ms)26f (433 ms)10

Abilities & behaviour (10)

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 (4)

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.

Movement, reaction & AI (6)

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.

In dungeons

Pool entryPower costWeightPer-tile chanceMax/roomGatesAtmosphere biasPairs with
golem2.50.354%1depth ≥ 4danger 0.4, nature 0.3
Rooms fill a power budget, not a headcount: each body costs its power rating, so two heavy bodies fill a room as fast as five light ones. Per-tile chance is the roll on a tile that has already selected this entry — the effective rate is far lower.

On islands

Power costCommon everywhereComes out at nightClaws out of the ground
2.5No
BiomeWeight
Desert0.12
Rocky0.65
Volcanic0.8
Winter0.45
It appears only where a biome or an authored island calls for it.
Full rules: 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/golem/golem.tscn
Scriptres://enemies/golem/golem.gd
ClassCharacterBody3D
Categories: Bestiary