Melt and Meld. Whenever the golem is subjected to fire damage, it must make a Constitution saving throw with a DC equal to 10, or half the damage, whichever is higher. If it fails, its speed is halved until the end of its next turn
Amalgam Form. The golem ignores difficult terrain, cannot have it's speed reduced (except by fire damage) and cannot be grappled.
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.
Copper Shot. Ranged Weapon Attack: +13 to hit, range 120 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Coin Spray (Recharge 6). The golem blasts a spray of golden coins in a 15-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save and be knocked prone, or half as much damage on a successful one.
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