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.







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Posted Feb 15, 2025Not immune to dispel magic just resistant
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Posted Mar 3, 2025(this seems very fun to fight)
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Posted Mar 20, 2025iron blocks required: 128 + a player
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Posted Jul 5, 2025Just wondering, what do y'all think would happen if you took a fire elemental and locked it up inside of this thing? According to the stat block that would basically give it infinite health. Realistically speaking (or trying not to induce TPK) would that eventually melt the golem to the point of uselessness?