Fire Absorbtion. 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 plus 7 (2d6) fire damage. The golem also takes 7 (2d6) fire damage.
Friga Drill. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Steam Breath (Recharge 6). The golem exhales scalding steam in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Stuff of Shadow (Recharge after a Short or Long Rest).When a creature makes an attack roll against the golem, the golem can shroud itself in shadow and impose disadvantage on the attack. If the attack misses, the golem's next attack roll against the target has advantage if it makes it before the end of its next turn.
Inspired by the golem created by the "C" Team in Season 2 Episode 31. An Iron Golem chasis with elemental accoutrements.