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.
You could give an iron golem a flametongue shortsword or scimitar and have it just stab itself repeatedly for 1d6-1 damage and 2d6 healing. Who needs short rests anyway?
I had to fight 3 of these at the same time
True Polymorph allows you to change back whenever the caster wants. When the hour ends, the change is made permanent
definetly
totally
Alchemists fire = 1d4 heals every round
Even better, swallow a fire elemental.
2d10 healing each turn from touching it, 4d6 + 6 healing from it attacking you.
it will continue to follow the its last order
Does it swing it's arms and fling people? It should. Is it made with a pumpkin? It should be.
I'm definitely using this. Great idea!
Maybe, but depending on the situation, the Golem's longer list of immunities might be better for avoiding concentration checks. Though the Phoenix has a higher Con save so there is that.
For a fun tweak, give it some type of fire or forge on its chest...dwarven made perhaps?
You can add some extra HP and +1-2AC for flavor needing added materials to build the "forge" in the golem...your call.
Then add in this: After poison breath, the poison acts as a standing cloud the last 1d4 rounds. The golem can also then use fire breath (recharge 5-6) and ignite the cloud causing 8d8 fire damage and making the spell fire wall in a 20x20 radius for the same 1d4 rounds. Now that makes it more of a CR 16 monster!!!! Furnace/Bellows Iron Golem
How do you make one of these?
In my campaign my players are going to fight both Cthulhu and the kraken at about the same time, they'll kill the kraken then whilst sailing home cthulhu is gonna come wreck their world, they'll be about lvl 15 i am pretty sure (party of 5), so would befriending one of these be helpful or too op? they also will be fighting a dragon after getting back to land (very difficult journey, ik, but they like defeating overwhelmingly foreboding enemies for some reason?) so would it be too much to add one of these as a companion? i know i'm the dm and i get the last say but it would be helpful to get some advice.
Where will we get a big enough pumpkin to make this thing?
i thought of a cool concept: a flameskull who created an iron golem before it died, it still controls the golem via verbal commands and it can heal it by using fire ray on its turn
This is swol chonk boi.
Big funny did laugh
well unless they make the golem or the golem has some sort of amulet that controls it then iron golems only follow the orders of there Creator also they have very low INT so they can make decisions on there own
is grease am magical effect save?