Huge Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
20 (+5)
DEX
9 (-1)
CON
20 (+5)
INT
6 (-2)
WIS
11 (+0)
CHA
4 (-3)
Saving Throws STR +9, CON +9
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Brewed Awakening. At the beginning of each of its turns, if it is alive, the Golem regains 1d6 Brew Points due to the persistent Create Water spell on the inside rim of the cauldron. This ability can only be disabled by an Anti-Magic field or from the inside of the cauldron by finding the runes (DC 15 investigation) which can be disabled by
a DC 17 Dispel Magic. Any effect created by the golem is considered to be DC 17 for dispelling.

Magic Absorption. Whenever it is targeted by a spell that requires a saving throw, the Golem can spend a brew point for each level of the spell being cast to gain advantage on its save. Whenever the Golem saves against a spell, it ignores any effects on a success and can use its reaction to gain a number of Brew Points equal to the spell’s level, infusing it into its belly. While it has a creature swallowed, one of the infused spells absorbed by the Golem can be cast as a bonus action, using the save DC of its original caster.  Infused spells are removed from the list when expended by Boil in Trouble but they don't require concentration and last until dispelled or until their normal duration ends.

Cauldron Bubble (start of turn). The Cauldron Golem’s literal pot belly can swallow two Large or smaller creature at a time. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the Golem (except from directly above), and it takes fire damage equal to the Golem’s temporary heat points at the beginning of each of the Golem’s turns. The creature also must make a DC 17 Constitution save either against an infused potion effect or a Witch’s Brew at the beginning of each of its turns while swallowed. If the Golem takes 30 damage or more on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet. If the Cauldron Golem dies, or is *knocked prone, it loses all Brew Points, the swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two melee attacks and uses Boil in Trouble as a bonus action if it has brew points available.

Double Double. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 5) bludgeoning damage and target must make a DC 17 CON save or be incapacitated until the beginning of their next turn. On a hit against an incapacitated, restrained or unconscious target that is Large or smaller, the Golem can use its bonus action to swallow them (toss them in the cauldron).

Boil in Trouble (4 brew points). The Golem releases a blast of alchemical liquid at all creatures within a 30 ft cone. All creatures in the area must make a DC 17 CON
save or take 3d10 (15) acid damage and an amount of fire damage equal to the Golem’s temporary heat points, taking half damage on a successful save. Creatures that fail their save are affected either by an infused spell effect or a random Witch’s Brew effect in the provided table. If their saving throw succeeds by 5 or more they gain a beneficial effect from the table instead. When the Golem makes this attack, any creature inside its belly can use their reaction to make a DC 17 Dex Save to escape and get launched 30 feet in a random direction within the cone.

Reactions

Fire Burn. Whenever the Golem is subjected to fire damage, it can use its reaction to reduce the damage by 2d10+5. If the damage is fully prevented the cauldron glows red hot, granting the Golem a number of Temporary Heat points equal to the damage prevented. Temporary Heat points don't stack and are lost to each point of cold damage suffered but they grant immunity to fire damage while at least one temporary heat point remains.

Previous Versions

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