- Armor Class
- 20 (natural armor)
- Hit Points
- 210 (20d10 + 100)
- 30 ft.
- STR 24 (+7)
- DEX 9 (−1)
- CON 20 (+5)
- INT 3 (−4)
- WIS 11 (+0)
- CHA 1 (−5)
- Damage Immunities
- fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 120 ft., passive Perception 10
- understands the languages of its creator but can’t speak
- 16 (15,000 XP)
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.