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, or fires its Chain Arm.
Anchor. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
Chain Arm. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a medium size or smaller creature, the target is grappled and restrained. The Anchor Golem can then use a bonus action to drag the creature 20 feet closer to itself. The golem can only grapple one creature at a time.
Boiling Breath (Recharge 6). The golem exhales boiling salt water in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. This damage cannot trigger the golem's Fire Absorption trait.
Description
Long ago, before the Partition Concord, mage vessels sailed freely on the Sapphirian Ocean. With their power, they fashioned Anchor Golems to act as their anchors, always ensuring they could find solid ground to fasten their ships to. The Golems were fashioned with only two commands: Find stable ground to anchor the ship, and protect the ship should it be attacked.
Now, with many of these ships out of commission or lost, these Golems have either been retired for scrap, guard more fortunate port town docks, or now rust at the bottom of the ocean.
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