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 three melee attacks.
Chain whip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (3d4 + 6) slashing damage.
Lair and Lair Actions
Magma geyser. A column of magma shoots out of the ground at a point the golem chooses within the lair in a radius of 10 feet. Anyone in the magma geyser's range must make a DC 14 Dexterity saving throw or take 3d6 fire damage on a failed save, half as much on a success. The ground then cools but is considered difficult terrain for 1d4 days.
Noxious Gas. A cloud of poisonous fume erupts from the cracks in the cavern. Each creature in a 15 foot cone erupting from a point the golem chooses must make a DC 14 Constitution save or take 2d8 poison damage. The cloud is thick and lasts until the start of golem's next turn. The cloud acts as the fog cloud.
Comments