Lightning Absorption. Whenever the golem is subjected to Lightning damage, it takes no damage and instead regains a number of hit points equal to the Lightning 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.
Mallet. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) Bludngening damage.
Steam Breath (Recharge 6). The golem exhales Pure steam in a 15-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) Fire damage on a failed save, or half as much damage on a successful one.
Comments