The Frostbitten Temple is the Legendary Monsters structure for the snow, an open air plaza of
Snow Block and
Blue Ice. The Frostbitten Golem stands asleep in the middle of it, and the whole temple is built around that one fight.
What you’ll walk away with is a
Frozen Rune and a pair of
Primal Ice Shards, which are the only ingredients for
The Great Frost and the
Frostbitten Shield. Neither of those parts drops anywhere else, and the Golem doesn’t spawn anywhere else either, so the temple is the only route to both.
Finding the Structure
The temple generates on the surface in cold Overworld biomes, which in vanilla means Snowy Plains, Snowy Taiga and Ice Spikes. If you’re running Biomes O’ Plenty or Oh The Biomes We’ve Gone it will also turn up in their snowy forests and in Muskeg, as the mod lists those biomes optionally. Temples sit about 38 chunks apart, so there’s a long way between them and they never cluster up.
One of the first things you’ll want to craft is an
Eye Of Frost, as it does the searching for you. Four
Snowballs around an
Ender Pearl gives you one, and it’s cheap enough to keep a few spare in a
Chest.

Right-click it and it flies off toward the nearest temple within 100 chunks, exactly like an
Eye of Ender does for a Stronghold, and like one it can shatter at the end of the flight. Getting there earns you the A Freezing Place advancement.
If you’d rather not make one, the structure has a normal locate command as well. It works the same way, it just gives you the coordinates instead of leading you there on foot, and it needs cheats turned on.
Either way, aim for the two ice spires rather than the plaza itself. They stand well above the snow line and are the first thing you will see from a distance, and the Golem is asleep between them.
Layout
There’s no roof and no locked door, you simply walk in. The temple is one square plaza around 33 blocks across, with a floor of
Snow Blocks laid over sheets of
Blue Ice and
Packed Ice, all sitting on a Stone and Tuff base.

Its edge is a run of
Diorite and
Calcite pillars linked with
Iron Trapdoors, and stone stairways cut down into the plaza from two opposite sides, each one with a
Soul Lantern hung over it. The stairways are the easy way in, as the pillars and trapdoors close off most of the rest of the edge.
The center is a raised ice dais ringed with
Diorite Stairs and Slabs. A
Lodestone sits in the middle of it with Soul Lanterns at the corners, and the Frostbitten Golem stands on the Lodestone itself. Set into the dais directly underneath is a Diamond Block, which you can mine once the Golem is no longer standing on top of it.
Two ice formations of Blue Ice, Packed Ice and Ice climb out of opposite corners to over 30 blocks above the floor, and those are what you’ll pick out from a distance long before the plaza itself. The Golem sleeps on the dais between them, so walking toward the spires takes you straight to it.
Small Stone and Tuff rooms are built into the edge, each one holding a single
Chest, lit by
Glow Lichen with
Iron Bars for windows. Every temple is the same single piece, so they’re all identical apart from which way round they’ve been rotated.
Mobs
Only one thing is actually placed inside the temple, and that’s the Frostbitten Golem, a 220 health miniboss that can’t be knocked back at all. Nothing else in the mod generates here, so anything else you meet has wandered in from the biome, which after dark on an unlit plaza will mean the usual
Skeletons,
Strays,
Zombies and
Creepers.
It won’t move until you’re close. Asleep on the
Lodestone it takes no damage whatsoever, and it only wakes once something it wants to attack comes within about 15 blocks of it. Players are its first choice, though it’ll also go after
Iron Golems,
Snow Golems and the Lava Eater if any happen to be in range. The full fight breakdown lives on the Frostbitten Golem page.
Before you swing at it, check which of your usual answers the Golem simply ignores. Most of them don’t work here, and finding that out halfway through the fight is expensive, so the list below is worth a read before you set off.
- Arrows do nothing at all, as projectile immunity is switched on by default and can only be turned off in the mod’s config.
- Thrown and lingering Potions are ignored completely, and there’s no config toggle for that one.
- Stand 4 or more blocks above or below it and every hit you land deals zero, which takes pillaring up off the table.
- Single hits are capped at 21 damage, so a weapon that swings for more than that is only buying you reach and speed.
- Every second hit it takes, it breaks the blocks around itself, so boxing it into a hole won’t hold.
What does work is a melee weapon swung from its own level, over and over. The full attack breakdown, cooldowns included, is on the Frostbitten Golem page, and the short version is that it hits hard and slowly.
Loot
The
Chests in the side rooms all roll vanilla tables rather than anything of the mod’s own. Most of them use the dungeon table, so that’s riding gear and Music Discs. Clear them all before you wake anything, as the Golem starts breaking up the arena as soon as it takes a hit.
One Chest is the odd one out, as it rolls the igloo table instead. That one is food and a guaranteed
Golden Apple rather than riding gear, which is handy to have before a fight like this one.
The Diamond Block set into the dais is the one piece of the building itself worth taking. It sits directly under the
Lodestone, so it isn’t reachable until the Golem has been dealt with, and it’s a couple of seconds with a pickaxe for 9
Diamonds. Otherwise the
Blue Ice and
Packed Ice can be harvested with Silk Touch if you want the ice for something at home.

What you actually came for drops from the Golem, and one temple gives you one
Frozen Rune and two
Primal Ice Shards. Each of the two recipes wants a Rune plus both Shards, so you can make
The Great Frost or the
Frostbitten Shield, not both. Whichever you skip has to wait for another temple, so decide before you get there.
The Great Frost
Frostbitten Shield
The two recipes below share every ingredient apart from the base item. Pick whichever suits how you fight, because the second one is a whole other temple away and there’s no other source for the Rune or the Shards.
Both are repaired with
Iron Ingots on an
Anvil, so neither is precious once made. The sword is the more popular pick, as its Ice Spikes carry into later fights in a way a Shield does not.
The Boss
There’s no summoning block and no key, waking the Frostbitten Golem is the whole trigger. Walk within roughly 15 blocks of the
Lodestone and it stands up off the dais, and from that moment it’s damageable. It fights up close with wide arm swings that disable your Shield, and roughly half of them put Freeze on you as well.

The rest of its damage comes from Ice Spikes it pulls out of the floor, which Freeze you and keep hurting as long as you’re standing in them. It adds more of them as it cracks, with rings appearing around your feet below half health and a wider third ring below a quarter, so keep moving in the later phases.
Every phase, cooldown and attack pattern is written up on the Frostbitten Golem page. Its two
Primal Ice Shards come off it during the fight rather than on death, so they’ll be lying on the arena floor waiting to be picked up once it’s over.
Both drops are guaranteed, so there’s no rerolling and no Looting to worry about. The only way to come away short is to leave a Shard on the floor or to let the Golem heal back up and give up on the fight.
If the Golem loses its target for about 3 seconds it starts healing 20 health every three quarters of a second, which will put a nearly dead Golem back to full in under ten seconds. Leave it alone long enough and it also teleports back onto the Lodestone. Retreating to eat is fine, but do it in its face rather than behind a hill.
Eat while it’s mid animation and stay within its range, and the healing never starts. That’s easier than it sounds, as its wind-ups are long and the plaza gives you plenty of room to circle while you chew.
Exploration & Strategy
The trip itself is safe enough, it’s the 33 block plaza you’re going to spend the fight in that needs thinking about. Nothing here is gated behind a door or a key, so the order you do things in is entirely up to you, and doing them in the wrong order costs you loot.
Empty the Three Chests
Before anything wakes up
The
Chests all sit in the small side rooms around the plaza edge, well outside the range that wakes the Golem. Clear them first, because once the fight starts the Golem breaks blocks around itself every second hit and there’s nothing stopping a Chest from going with them.
Fix Your Footing
Most of the floor is ice
Blue Ice and
Packed Ice make up a good chunk of the plaza floor, and you’ll slide on both of them while you’re trying to back out of a swing. Laying a patch of any normal block near the dais gives you somewhere to actually stop, and it costs you about a stack.
Wake It From Ground Level
Within about 15 blocks
Walk in on foot and start the fight standing on the same level as the dais. Being 4 blocks higher or lower means none of your hits register, so the towers and ledges around the edge are worse than useless here, and the ice spires in the corners are no help either.
Commit to the Kill
No breaks once it’s cracked
Pick your
Primal Ice Shards up as they drop, since they land on the floor at half and a quarter health and it’s easy to lose one under a pile of Ice Spikes. Then finish the Golem without letting it lose you, and mine the Diamond Block out of the dais once it’s gone.
For gear, the damage cap does a lot of the deciding for you. Anything past 21 damage a swing is wasted, so attack speed, armor and a way to clear Freeze will carry you further than a bigger number on the weapon. A
Milk Bucket clears Freeze outright, and a Bed set up outside the plaza saves you the walk back if it goes badly.
None of that is exotic, which is the point. The temple is a mid game trip, and the only thing that regularly goes wrong is the ice underfoot during the fight, so the blocks for flat footing matter more than they look.
FAQ
It’s a surface structure in cold Overworld biomes, so Snowy Plains, Snowy Taiga and Ice Spikes are where to look in an otherwise vanilla world. Biomes O’ Plenty and Oh The Biomes We’ve Gone add a few more snowy forests if installed. Temples sit about 38 chunks apart, so an
Eye Of Frost or the locate command is quicker than wandering.
Usually it’s still asleep, as it takes nothing at all until something walks within about 15 blocks and wakes it. After that,
Arrows are ignored because projectile immunity is on by default, thrown and lingering Potions are ignored too, and being 4 or more blocks above or below it zeroes every hit. Get on the ground at its level and swing.
Not from one, as both recipes want a
Frozen Rune plus two
Primal Ice Shards and a Golem only ever gives you one Rune and two Shards. That’s exactly enough for one of the two, so you’ll be picking between a sword that throws Ice Spikes and a Shield that Freezes whoever hits it. Neither part has any other source, so the second one waits until you’ve cleared another temple.
You can, but you’ll be starting again, as losing its target for about 3 seconds puts the Golem into a heal of 20 health every three quarters of a second. A Golem sitting at 30 health will be back at 220 before you’ve finished eating. It also teleports back onto the
Lodestone after a while, though any Shards already on the floor stay there.





