Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Clumsy. The golem has disadvantage on all Dexterity ability checks and saving throws.
Multiattack. The golem may make 2 Firebolt attacks on its turn.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) bludgeoning damage.
Fire Bolt Arm Gems. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d10) fire damage.
Lightning Bolt Eye Gems (Recharge 6). Ranged Spell Attack: range 100ft., DC 12 Dexterity save, 21 (8d6) lightning damage or half as much on a successful save.
Description
At the North Pole, some horrors may only be combated by those who have no fear. The Nutcracker Golems were made to do just that. They have only ever been used as enforcers ever since it was discovered that their artificial personalities made lousy guardsmen.
The icemelter model of defense golem looks like a large Nutcracker clad in a painted outfit of a deep purple jacket and black pants. Icemelter Golems are primarily ranged attackers to hit the enemies that could avoid the melee Nutcracker models by air travel.
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