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 slam attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. The Iron Guard can forgo the slam damage and grapple the target instead.
Held and Secured. The Iron Guard can shove a creature of medium or less size, inside of himself. It can do this only if the creature is incapacitated or Grappled. The creature is then restrained and has total cover. As an action, the creature can make an athletic check DC 19 to pry open the Iron Guard and escape.
Description
An Iron Guard is a modified Iron Golem created for the sole purpose of replacing the militia of a city. They guard the cities they are in with an iron fist. Each rules must be obeyed to the letter. if a creature disobey the rules, the iron guard just capture the creature and brings it into custody for later trials.
These constructs were used by high magical cities for their autonomy and ease of reparation. but eventually dropped because they were way too stricts and to literals in their rulings. Some tyrants still uses them, for they are much less susceptible to bribery and Rebellion.