Hit Points
210
(20d10+100)
STR
24
(7)
DEX
9
(-1)
CON
20
(5)
INT
3
(-4)
WIS
11
(0)
CHA
1
(-5)
Saving Throws:
—
Skills:
—
Damage Vulnerabilities:
—
Damage Resistances:
—
Damage Immunities:
fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses:
darkvision 120 ft.
Languages: understands the languages of its creator but can't speak
Proficiency Bonus: 5
Traits:
-
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.
Actions:
-
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 - 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.