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.
Adamantine Composition. Any critical hit against the golem becomes a normal hit. Whenever the golem hits an object with a weapon attack, the hit is a critical hit.
Demolitioner. The golem deals double damage to objects and structures.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 37 (4d10 + 9) slashing damage.
Shockwave (Recharge 5-6). The golem releases a destructive blast of pure force in a 30-foot radius sphere centered on itself. Each creature in that area must make a DC 21 Dexterity saving throw, taking 67 (15d8) thunder damage on a failed save and being knocked prone 20 feet back from where it was standing, or half as much damage on a successful one
Breath of Lutae (Recharge 6). The golem exhales a white hot beam of forge fire in a 15-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 60 (13d8) radiant damage on a failed save, or half as much damage on a successful one.
Anti-Magic Field. The Golem emits a anti-magic field in a radius of 20ft of it. It can take this bonus-action to lower the field as well.
Comments