The Mossy Golem is the Legendary Monsters companion you summon from a
Totem Of Moss, a short moss-covered construct that follows you around and helps. The totem is a craft you’ll be able to make once the Overgrown Colossus is dead, and the golem turns up already tamed to whoever placed it.
Two jobs come with it. It’ll swing at whatever you’re fighting, and while it’s standing near crops that haven’t finished growing it pushes them along on its own, so it’s often worth parking one on a farm rather than walking it into every fight.
Spawning
Mossy Golems don’t spawn anywhere in the world. No biome generates them, the Mossy Temple has none waiting inside it, and outside of creative there’s no Spawn Egg to fall back on. The only route to one is the
Totem Of Moss, and that starts with the Overgrown Colossus, as the
Nature Crystal the totem needs comes off its body.

The Colossus sits inside the Mossy Temple, which generates in Jungle and Sparse Jungle about 35 chunks apart, so you might be traveling a while for the first one. Throwing an
Eye Of Moss will send it flying toward the nearest temple within 100 chunks, which is the option if you’re playing without commands.
With cheats on, the command below points at the nearest temple from wherever you stand, and saves you the Eyes. The Colossus is asleep inside until you get close, so the walk in is safe enough.
Either way, the temple is where the golem’s story starts. The Overgrown Colossus page covers the fight itself, and the crystal is a guaranteed drop, so one kill is always enough for one Totem.
Summoning It
Right-click the totem onto a block and the golem stands up there, tamed to you, with the totem consumed as it goes. It needs the space, as the golem is placed against the face you clicked when that block is solid, so aim at open ground rather than a corner.
One Colossus gives one
Nature Crystal, and the
Mossy Hammer and the
Mossy Chestplate each want a crystal of their own as well. That’s three things competing over a single kill, so the first trip to the temple will have you choosing, unless you’re going back for a second Colossus later on.
Behavior
It fights in melee only and it won’t start anything by itself. A target gets picked up when you hit something, when something hits you, or when something hits the golem, so it’ll walk right past a
Creeper without reacting. Nothing else pulls it into a fight.
Attacks
There’s a single attack, a slam it begins once a target is within 3 blocks of it. The hit lands a little over half a second into the swing and covers the half circle in front of it out to roughly 4 blocks, dealing 7.5 damage to everything caught inside. Anything that stays in front of it takes a hit about every 2 seconds.

You, your other tamed mobs and any other Mossy Golems are skipped by that arc, but nothing else is.
Villagers or a
Horse standing behind the
Zombie you’re fighting will take the 7.5 as well, so watch where it’s facing when you’re fighting inside a village.
Growing Crops
Every 13 seconds it looks for a crop within 3 blocks that hasn’t finished growing, and if it finds one it kneels for a moment with the
Bone Meal sound and a ring of particles. The pulse lands about two thirds of a second into that animation, and it pushes every crop within 4 blocks on by 5 growth stages at once.

Wheat,
Carrots and
Potatoes run through 8 stages, so a freshly planted field is nearly ready after one pulse and finished after the second, 13 seconds later.
Beetroots,
Nether Wart and Sweet Berry Bushes have fewer stages than that and finish in a single pulse.
The check that starts it only counts proper crops, though the pulse that follows reaches everything in range. That’s why Nether Wart it wouldn’t have started for still gets moved along when it’s planted next to Wheat.
Weaknesses and Immunities
60 health with 6 armor and 50% knockback resistance isn’t much to work with, and nothing in the mod heals it, so damage it takes is permanent. Its follow speed is set higher than its chase speed as well, so it keeps up with you far better than it keeps up with whatever it’s chasing.
The immunity list makes up for some of that.
Arrows pass straight through it, which covers
Skeletons and anything you fire yourself, and thrown
Tridents do nothing either. Fall damage doesn’t apply, so you can drop it down a shaft instead of walking it down.
The bosses are the bigger part. The Overgrown Colossus, the Frostbitten Golem, the Dune Sentinel and Cumulonimbus all skip Mossy Golems in their sweeping attacks, and the Colossus leaves them out of its close-range Poison too. What still lands is the Poison wave the Colossus drags along the ground, which hits a golem like anything else.
Taming and Commands
Summoning it tames it, there’s no feeding step and no breeding. Right-click it and it cycles through four modes, with the new one printed above your hotbar each time, and it’s set to never despawn from the moment it appears. It survives on Peaceful as well, despite being registered as a monster.
| Mode | What it does |
|---|---|
| Follow | Walks after you and teleports to you once it’s more than 12 blocks behind. Fights and grows crops as normal. |
| Sit | Parks it where it is and stops it taking targets. |
| Wander | Strolls around on its own and keeps growing crops, but it won’t attack anything. |
| Stand still | Roots it to the spot, and it’ll still swing at anything that walks into range. |
Follow is where it starts, and the teleport is what gets it through doors and up cliffs it can’t path around. Stand still is what you want on a farm, as it keeps the golem on the same block and still lets it swing at whatever wanders in.
No food works on it and nothing in the mod repairs it, so a golem that’s been through a boss fight stays chipped for good. Watch the
Mossy Chestplate as well, as the Poison clouds its ability puts out hurt your own golem if it’s standing next to you. The fix is to let it die and place the totem it drops.
That sounds worse than it is, because the totem is never lost. A chipped golem is a five second job to replace, and the replacement arrives at full health wherever you click, so there’s no reason to baby it through a fight.
Drops
The totem comes back every time it dies, whatever killed it, so the golem can’t be lost permanently. Pick it up, right-click it somewhere else and you have the same golem again at full health, which is the only way to undo damage it’s taken. Nothing else is attached to the drop.
Because the drop is guaranteed, a Mossy Golem is the one companion you can throw into a fight without a second thought. The worst outcome is a short walk to pick the totem up.
Tips
Hit things yourself to point it at them, as it only fights what you fight. If you want it in front of something, land one hit and the golem will commit, otherwise it’ll stand there while you take the fight alone. The same rule means it ignores mobs that are chasing your
Villagers rather than you.
Put a farm golem in the middle of the field rather than at the edge, in Stand still mode, as the pulse reaches 4 blocks in every direction and half of that is wasted from a corner. Height counts the same way, so a golem on the middle floor of a stacked farm reaches the layers above and below it as well.
Carry the totem rather than the golem on a boss trip. Placing it in the arena puts a full-health golem exactly where you want it, and you’ll get the totem back when it dies anyway.
Once the golem lands a hit, the Colossus switches onto it ahead of you, and every swing it spends there is a swing the golem is immune to. Both its health and damage can be scaled in the config too, if 60 health isn’t lasting long enough on your setup.
FAQ
It comes from a
Totem Of Moss, which is crafted with the
Nature Crystal the Overgrown Colossus drops, plus
Wheat Seeds and
Cobblestone. Right-click that totem on a block and the golem appears there already tamed to you. There’s no wild version to find and no taming item, so the Colossus at the Mossy Temple is the only way in.
It only takes a target from you, so it’ll fight whatever hits you, whatever you hit, and anything that hits the golem itself. A
Zombie wandering past your farm won’t be touched until one of those happens. It won’t hurt you either way, as your own hits are skipped by the arc even when it’s angry at you.
Each pulse pushes every crop within 4 blocks on by 5 growth stages, and it can pulse every 13 seconds while something nearby is still growing. Wheat,
Carrots and
Potatoes need two pulses from freshly planted, whereas
Beetroots and
Nether Wart are done in one. It costs nothing to run, so one golem covers a field on its own.
It’s marked as persistent the moment it’s summoned, so it stays in the world whether you’re near it or not. Switching to Peaceful won’t remove it either, even though it counts as a monster internally. The only thing that takes it away is death, and that hands the totem straight back.





