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 chain attacks.
Chains. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target is now grappled (escape DC 16). While grappled in this way, the target is also restrained. The golem can grapple up to four Medium or smaller creatures or one Large creature.
Animate Chains (Recharges after a Short or Long Rest). Up to four chains the golem can see within 60 feet of it magically sprout razor-edged barbs and animate under the golem's control, provided that the chains aren't being worn or carried.
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the golem uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the golem is incapacitated, leaves their plane of existence or dies.
Lair and Lair Actions
The chain golem's lair is littered with loose chains; strewn across the floor, hung from the ceiling and walls.
On initiative count 20, the golem may take one of these actions (not the same action one round after another).
Grappling Chains: The chains within the golem's lair momentarily animate and grapple 1d6 random enemies (or 1 large enemy). Targets affected by the grapple are also considered restrained. On a successful escape from the grapple using an action (escape DC 16) the chains become dormant once again.
Slashing Chains: The Chains within the golem's lair momentarily animate and attack 1d6 random enemies (or 1 large enemy). These chains have +6 to hit and deal 2d6+6 (12) bludgeoning damage. After attacking or missing their strike, the chains return to dormancy.
Chain Stride: The chain's within the golem's lair begin to writhe wildly as the golem disappears and reappears anywhere within its lair within 60 feet of its original starting point. This does not trigger opportunity attacks.
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