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.
Fire and Lightning Absorption. Whenever the golem is subjected to fire or/and lightning damage, it takes no damage and instead regains a number of hit points equal to the fire and/or lightning damage dealt.
Magic Weapons. The golem's weapon attacks are magical.
Siege Monster. The golem deals double damage to objects and structures.
Mold earth. The Adamantine Golem can use the mold earth cantrip at will
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 56 (10d8 + 11) bludgeoning damage.
Radiant breath (Recharge 6). The golem exhales radiant scintillations in a 15-foot cone. Each creature in that line must make a DC 15 Dexterity saving throw, taking 43 (8d10) Radiant damage on a failed save, or half as much damage on a successful one.
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