Large Construct, Unaligned
Armor Class 15 Natural Armor
Hit Points 160 (16d10)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Resistances Fire
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft, Passive Perception 10
Languages Can understand the language of its master, but cannot speak.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Lights Out: If a water attack snuffs out all of the candles on this golem's back, both Hot Wax Throw and Fire Breath are disabled.

Actions

Multiattack. The golem makes two slam attacks

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d#6+ 8) [bludgeoning] damage. 

Fire Breath (Recharge 5-6): The Golem Spits fire from its mouth in a 5 by 30 ft. line. Each creature must make a DC 14 Dexterity Saving Throw. They take 2d12 fire damage on a failed save and half of that on a successful one.

Hot Wax Throw (Recharge 5-6): The Golem Throws hot wax at a single target. The target must make a DC 16 Dexterity Saving Throw. If they fail, they take 3d6 fire damaged and is slowed while within a 15 ft circle. If they succeed, they take half the damage and are already outside of the radius. For 2 turns, the wax is still hot, causing 2d4 fire damage to be dealt to any creature non-resistant to fire and slows all creatures within this radius. After the 2 turns, the wax cools and hardens, causing both effects to wear off.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This creature looks similar to that of a stone golem, but smaller and with a defining difference. That being dripping wax and candles protruding from its back.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Kindajusthere

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