The Totem Of Moss is a single use summon that hands you a Mossy Golem, a small tamed stone golem that pushes nearby crops through their growth stages and swings at whatever hurts you. You’ll craft it after the Overgrown Colossus, as the
Nature Crystal sitting in the middle of the recipe only comes off that boss.
It isn’t really spent, though. When the golem dies it drops the Totem Of Moss again, so one crystal keeps paying out, and you can plant a fresh golem back down whenever the old one has been chewed up.
Obtaining
Every
Nature Crystal comes off the Overgrown Colossus, which stands inside the Mossy Temple in Jungle and Sparse Jungle biomes. The boss drops one crystal per kill and the
Teleport Machine won’t respawn it, so a second crystal means a second temple. An
Eye Of Moss, which is 4
Moss Blocks around an
Ender Pearl, will lead you to the nearest one.
The crystal is the only part worth thinking about, as the
Wheat Seeds above it and the
Cobblestone below it cost nothing. Once the golem is down you don’t need to craft another one, either, since the totem it drops on death is the same item back in your hands.
Either route gets you to the same room, and the Colossus is asleep when you arrive. Its own page covers that fight, and the crystal is a guaranteed drop once it’s down, so one successful fight is always enough for one Totem.
One Crystal, Three Recipes
All three Mossy recipes want one Nature Crystal each, so your first Colossus kill only buys one of them. The
Mossy Hammer and the
Mossy Chestplate have their crystal locked up for good, whereas the golem keeps handing the totem back, which is why it’s usually the one to take first.
Totem Of Moss
Mossy Hammer
Mossy Chestplate
The table is the whole argument for taking the golem first. The other two are fine items, but neither gives its crystal back, and the golem does, so the Totem is the only one of the three you’ll never need to replace.
Usage
Using the totem is one right-click, and everything after that is about the golem it leaves behind. It has four modes, a crop pulse and a single smash attack, which are covered in turn below.
Summoning The Golem
Right-click the totem onto a block and the Mossy Golem appears on the face you clicked, already tamed to you, and the totem is used up in the same moment. It arrives on 60 health with 6 armor behind it, which is sturdier than it looks for something about a block wide.

Its health and damage both run through multipliers in the mod’s config, so a server can make the golem tougher or hit harder without changing anything else. It won’t despawn and it doesn’t vanish on Peaceful, so a golem left standing in a farm will still be there days later.
If you rename the totem in an
Anvil before using it, the golem carries that name, and every mode message it prints will use it. There’s a
Mossy Golem Spawn Egg in the mod as well, but that one spawns an untamed golem which won’t take commands or follow you, so the totem is the version you actually want.
Command Modes
Right-click the golem with an empty hand and it cycles through four modes, printing the one it just switched into across your hotbar. It always starts in Follow, and the mode is saved with the golem, so it holds whatever you left it on.
Follow
The mode it spawns in
It only bothers moving once you’re more than 10 blocks away, and it stops a couple of blocks short of you. Get more than about 12 blocks ahead and it teleports to you rather than pathing, which is what makes this the mode for fighting, as it stays near whatever you’re hitting.
Sit
Parked and switched off
The golem sits down and stops doing anything at all, no crop growth and no swinging, and it won’t move even while something is hitting it. This is the one to use when you want it out of the way for a while.
Wander
Farms but won’t fight
It strolls around on its own and keeps pulsing crop growth, but its smash is switched off here. It’ll still walk up to something that hurt it and then just stand there, so Wander is fine inside a fenced farm and poor anywhere a mob can reach it.
Stand Still
Rooted to the spot
It stops dead where it is and stays there, still growing crops and still smashing anything that comes inside about 3 blocks. That makes it the mode for guarding a patch, since it can’t be pulled off the crops by something it decides to chase.
Speeding Up Crops
The growth pulse only fires when there’s a crop within 3 blocks of the golem that hasn’t finished growing. It plants its hands down, and everything within 4 blocks jumps forward 5 growth stages at once, which finishes
Beetroot and
Nether Wart outright and takes Wheat,
Carrots and
Potatoes most of the way. Then it goes quiet for about 13 seconds before it can fire again.

The trigger and the pulse use different ranges, and that’s worth building around. Only a real crop like Wheat, Carrots, Potatoes or Beetroot can start it, but once it goes off it pushes Nether Wart, Sweet Berry Bushes and Melon and Pumpkin Stems in range as well. So a short row of Wheat planted beside your Nether Wart will keep the pulse firing for both of them.
The 4 block reach is a cube rather than a flat circle, so crops stacked a few blocks above or below the golem get the same push. One golem in the middle of a 9 by 9 patch covers the whole thing. Sit is the only mode that stops the pulse, so a following golem still pushes crops it walks past.
Fighting Alongside You
Its one attack is a ground smash that lands after a short windup and hits everything in front of it out to about 4 blocks for 7.5 damage, in a wide half-circle rather than on a single target. It repeats roughly every couple of seconds while the target stays close, so a crowd takes far more out of one swing than a lone mob does.
You’re skipped by it, and so are your other pets, so a Skeloraptor or a summoned Knight can be in the same scrap without eating friendly hits. Villagers and other people’s animals don’t get the same pass, so keep it out of your village.
Nothing in the golem’s head looks for enemies. It only takes a target when something hurts it, when something hurts you, or when you hit something yourself, so landing the first hit is how you send it in.
Arrows do nothing to it whatsoever, and neither do
Tridents or fall damage, so a line of
Skeletons can shoot at it all day without taking a point off. Explosions and melee still land normally, so anything that gets in close is what actually wears it down.
Nothing heals a damaged golem either, as it won’t regenerate and feeding it doesn’t repair it. The usual fix is to finish it off yourself and place the totem it drops, which brings it back with a fresh 60 health.
Tips
Spend your first
Nature Crystal here rather than on the
Mossy Hammer or
Mossy Chestplate. Those two swallow the crystal permanently, whereas the golem returns the totem every time it dies, so one crystal covers you for the rest of the world. By the time you’ve beaten the Overgrown Colossus you’ll usually have a weapon you’re happy with anyway.
Stand Still is the mode to leave it in on a farm, because it can’t be lured off the crops. Drop it in the center of a 9 by 9 patch and the pulse covers the lot, and anything that walks into the middle gets smashed. Fence the patch anyway, since nothing heals the golem and every hit it takes in melee stays taken.
Hit a target yourself before you expect any help in a fight. One hit from you is enough for the golem to pick it up, and until then it’ll stand next to the mob doing nothing. Keep it in Follow for fights, as Wander and Sit both leave its smash switched off.
Place the totem where you actually want the golem standing, as it’s consumed the instant the golem spawns. It appears on the block face you clicked, the same way a Spawn Egg does, and there’s no picking it back up short of killing it.
Renaming the totem in an
Anvil before you use it gives the golem that name, and its mode messages then read with the name instead of Mossy Golem. It’s only cosmetic, though it makes life easier once you’ve got one golem farming and another following you around.
FAQ
The golem drops it straight back, one totem per death, which makes it effectively permanent. That’s also the only way to recover it, as a placed golem can’t be picked up, so killing your own golem is a normal move rather than a waste.
One per totem, and the mod sets no cap, so however many temples you clear is however many golems you can keep. Each extra one needs its own
Nature Crystal from another Overgrown Colossus, as the
Teleport Machine won’t bring that boss back for you.
The pulse needs an unfinished crop within 3 blocks before it will start, and Sit mode switches it off completely. Check the golem isn’t sitting, then check something in range is a proper crop like Wheat or
Carrots, as
Nether Wart and Sweet Berry Bushes ride along with the pulse but can’t set it off themselves.
It brings 60 health, 6 armor and a 7.5 damage smash, and it won’t swing at anything until you’ve hit it or it has hurt one of you. Against a boss that means re-pointing it every time it loses the target, though its immunity to
Arrows makes it a genuinely annoying distraction for anything that shoots. Losing it costs you nothing but the trip back to pick the totem up.





